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Author Topic: Unreachable staircase in "oriental_big" map  (Read 4428 times)

Offline Halleth

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Unreachable staircase in "oriental_big" map
« on: December 12, 2009, 05:46:35 pm »
I can't reach 1st floor. Switching the view one level higher doesn't help.



Map info:

CM_LoadMap: "-oriental/or_ +craft_drop_firebird +house_a +shed_a +house_b +well +house_f +mosque +craft_ufo_harvester +shed_a +house_h +house_h +house_d +stand_b +trees_b +house_f +house_a +house_a +well" "-8 -24 0 16 -32 0 16 8 0 -32 -16 0 8 8 0 16 -24 0 16 -8 0 -32 0 0 0 -8 0 -16 -16 0 8 16 0 0 24 0 24 24 0 -24 -16 0 -32 -32 0 -16 -32 0 0 -32 0 -16 -24 0"
Rerouted for RMA in   1.0s
checksum for the map '+oriental': 4114140657
ufo script checksum 2282197523


It was a terror mission in Cairo.

Offline Duke

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Re: Unreachable staircase in "oriental_big" map
« Reply #1 on: December 12, 2009, 06:26:34 pm »
Confirmed. At least we can crouch up.
It's a map problem.
Moving the all stairs of the lower section in y-direction by 2 mapunits should solve the prob.

Offline richlv

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Re: Unreachable staircase in "oriental_big" map
« Reply #2 on: December 12, 2009, 11:09:37 pm »
geever pointed me at this thread - how did you manage to test it ? :)
i can't enter dash in the console (and it looks like commandline max length is too short to test it anyway), and alias trims at 64 chars, which is far too little.

and which is the guilty tile in here ?

Offline richlv

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Re: Unreachable staircase in "oriental_big" map
« Reply #3 on: December 13, 2009, 12:13:01 am »
ok, it's house_h
attempts to fix it failed so far, will look at it later

Offline Duke

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Re: Unreachable staircase in "oriental_big" map
« Reply #4 on: December 13, 2009, 12:55:49 am »
geever pointed me at this thread - how did you manage to test it ? :)
In this case I didin't use the provided maptilestring ;)
I just started oriental_big and the house in question was there.

In general: if the prob is not related to the *border* of the tiles, you don't need to exactly reproduce the RMA.

Offline Duke

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Re: Unreachable staircase in "oriental_big" map
« Reply #5 on: December 13, 2009, 01:38:25 am »
ok, it's house_h
attempts to fix it failed so far, will look at it later
The problem is the delta between the ceiling over the first cell of the stairway and the floor height of the 2nd cell.
On top of that delta, we also get a little bonus from the height at the *border(+/- 2)* between those cells.
Moving the stairs by two units was an attempt to get the bonus without changing the *look* too much.

If you continue to fail, plz send me the .map file of your attempt.

I also noticed that in the upper part of the staircase, there seem to be some thin brushes with a misplaced carpet texture.

Offline richlv

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Re: Unreachable staircase in "oriental_big" map
« Reply #6 on: December 13, 2009, 03:20:21 pm »
ok, this should be fixed in revision 27454.
i didn't expect actor to need that much headroom.
i couldn't find specific headroom details in http://ufoai.ninex.info/wiki/index.php/Mapping/Ladders_and_Stairs - could you add some simple explanation ?

regarding small carpet brushes, i couldn't find any, but some of the wall brushes had incorrect levelflags, thus small openings in walls in second level could show detail from lower floors - could that be what you saw ?

i had to increase stair opening by much more than 2 mapunits, were you referring to map units or some other measurement unit ?

Offline Duke

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Re: Unreachable staircase in "oriental_big" map
« Reply #7 on: December 13, 2009, 06:32:36 pm »
Fix confirmed.
Also the carpet textures are gone.
I added a little explanation to the wiki. Is it understandable ?

You seem to have solved the prob by cutting away the ceiling over the first cell of the stairs. That's ok here.
On other maps where my may want to keep the ceiling for some reason, shifting the whole stairway a few mapunits sideways can also help.

Offline richlv

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Re: Unreachable staircase in "oriental_big" map
« Reply #8 on: December 13, 2009, 06:59:42 pm »
thank, explanation seems fine to me.
i did both, shifted the stairs (along the incline) and cut out the ceiling, as doing only one would result in an ugly result. i started with stairs and when that reached actor limits, i cut out corresponding area from the ceiling