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Author Topic: Please help with unexplicably broken terrain  (Read 7367 times)

Offline Solarius Scorch

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Please help with unexplicably broken terrain
« on: August 13, 2016, 12:23:27 pm »
I'm currently trying to finish a "new" terrain, based on Hobbes' and Robin's tiles. It's a small hidden in the sewers for, say, four colour-coded mutants who know martial arts. Or, you know, just an alien spy.

The problem is, my maps are garbled. They are fine in the MapEdit, but not in the game proper. I do not think I exceeded the max tiles limit. What is wrong with it?

Please help. The terrain is attached. (It's pretty simplistic at this point, but whatever.)
« Last Edit: August 14, 2016, 02:55:13 am by Solarius Scorch »

Offline hellrazor

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Re: Re: New Terrains Contest - See inside for details
« Reply #1 on: August 13, 2016, 03:47:45 pm »
Tested:

Offline hellrazor

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Re: Re: New Terrains Contest - See inside for details
« Reply #2 on: August 13, 2016, 03:50:15 pm »
more test:

Offline Solarius Scorch

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Re: Re: New Terrains Contest - See inside for details
« Reply #3 on: August 13, 2016, 04:02:57 pm »
Yes, some tiles seem to be replaced with other tiles... Like the pipes being replaced with the green sludge or doors with some impassable pile of junk.
An I don't know why!

Offline hellrazor

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Re: Re: New Terrains Contest - See inside for details
« Reply #4 on: August 13, 2016, 04:06:38 pm »
Yes, some tiles seem to be replaced with other tiles... Like the pipes being replaced with the green sludge or doors with some impassable pile of junk.
An I don't know why!

Redo the maps from fresh files.
Or check the order of the MCD files.

Offline Solarius Scorch

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Re: Re: New Terrains Contest - See inside for details
« Reply #5 on: August 13, 2016, 04:26:11 pm »
(...) check the order of the MCD files.

If you mean whether it's the same order as in MapView then yes, I've checked many times.

Redo the maps from fresh files.

You are insane.

Offline Hobbes

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Re: Re: New Terrains Contest - See inside for details
« Reply #6 on: August 13, 2016, 11:21:33 pm »
It's a small hidden in the sewers for, say, four colour-coded mutants who know martial arts. Or, you know, just an alien spy.

Oh, you're making a Pac ManTM total conversion? Nice ;)

The problem is, my maps are garbled. They are fine in the MapEdit, but not in the game proper. I do not think I exceeded the max tiles limit. What is wrong with it?

How many MCD entries do you have assigned to them (the number displayed on MapView)?

Quote
You are insane.

Actually, no. I've had to completely redo all the map files of some terrains for a number of reasons. Sometimes it's simply better to restart and apply the lessons from the previous failure to make the new ones better. Although on this case it might be a little premature.
« Last Edit: August 13, 2016, 11:33:16 pm by Hobbes »

Offline Solarius Scorch

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Re: Re: New Terrains Contest - See inside for details
« Reply #7 on: August 14, 2016, 01:17:25 am »
Oh, you're making a Pac ManTM total conversion? Nice ;)

Hmmm... Doable. You'd need to recolour the Cacodemon sprite to yellow. ;)

How many MCD entries do you have assigned to them (the number displayed on MapView)?

252.

Actually, no. I've had to completely redo all the map files of some terrains for a number of reasons. Sometimes it's simply better to restart and apply the lessons from the previous failure to make the new ones better. Although on this case it might be a little premature.

It took me like two months, so I can't really see redoing it from scratch. Especially since I have no idea what the "previous failure" could be...

Offline Hobbes

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Re: Re: New Terrains Contest - See inside for details
« Reply #8 on: August 14, 2016, 02:34:56 am »
252.

This might be your issue.

Code: [Select]
    mapDataSets:
      - BLANKS
      - CYBERWAREAN
      - CYBERWAREBITS
      - CRATES
      - DOORS1
      - DOORSSEC
      - PIPES
      - COMPUTERS

I just checked in MCD Editor the size of the MCD entries contained on those tilesets, and it gives me 195. Since you're getting that 252 value on MapView, my guess is that you have additional tilesets assigned to your terrain in MapView, most likely repeated of the ones above, and you're placing on the map blocks objects from those repeated tilesets

Offline Solarius Scorch

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Re: Please help with unexplicably broken terrain
« Reply #9 on: August 14, 2016, 02:58:32 am »
I moved this discussion to a new topic, since it was getting big. Sorry for any inconvenience.

I just checked in MCD Editor the size of the MCD entries contained on those tilesets, and it gives me 195. Since you're getting that 252 value on MapView, my guess is that you have additional tilesets assigned to your terrain in MapView, most likely repeated of the ones above, and you're placing on the map blocks objects from those repeated tilesets

OK, let me just copy the MapEdit entry:

Code: [Select]
files:Cyberweb Lair
${varDeps84}:CYBERWAREAN CYBERWAREBITS CRATES DOORS1 DOORSSEC PIPES COMPUTERS
# 2x2 tiles
CYBERWEB_00:${varDeps84}
CYBERWEB_01:${varDeps84}
CYBERWEB_02:${varDeps84}
CYBERWEB_03:${varDeps84}
CYBERWEB_04:${varDeps84}
# NS channels
CYBERWEB_05:${varDeps84}
CYBERWEB_06:${varDeps84}
CYBERWEB_07:${varDeps84}
CYBERWEB_08:${varDeps84}
CYBERWEB_09:${varDeps84}
CYBERWEB_10:${varDeps84}
CYBERWEB_11:${varDeps84}
CYBERWEB_12:${varDeps84}
CYBERWEB_13:${varDeps84}
CYBERWEB_14:${varDeps84}
CYBERWEB_15:${varDeps84}
CYBERWEB_16:${varDeps84}
CYBERWEB_17:${varDeps84}
# EW channels
CYBERWEB_18:${varDeps84}
CYBERWEB_19:${varDeps84}
CYBERWEB_20:${varDeps84}
CYBERWEB_21:${varDeps84}
CYBERWEB_22:${varDeps84}
CYBERWEB_23:${varDeps84}
CYBERWEB_24:${varDeps84}
CYBERWEB_25:${varDeps84}
CYBERWEB_26:${varDeps84}
# channel crossroads
CYBERWEB_27:${varDeps84}
# lair
CYBERWEB_28:${varDeps84}
# X-Com entry
CYBERWEB_29:${varDeps84}
# fill
CYBERWEB_30:${varDeps84}
CYBERWEB_31:${varDeps84}
CYBERWEB_32:${varDeps84}
CYBERWEB_33:${varDeps84}
end

I think it should be OK, but a second opinion wouldn't hurt.

Offline Hobbes

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Re: Please help with unexplicably broken terrain
« Reply #10 on: August 14, 2016, 05:37:15 am »
Had a look on MapView at your terrain.

The blocked wall results from a change on the MCD files where the west wall tile was replaced by the computer wreck. The green sludge triangles happen because the ground is higher than usual and the walls are superimposed over the ground (that's how the engine draws the battlescape)

Offline The Reaver of Darkness

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Re: Please help with unexplicably broken terrain
« Reply #11 on: August 14, 2016, 07:43:56 am »
four colour-coded mutants who know martial arts.
Teenage Muton Ninja Lobsterboys?


The problem is, my maps are garbled. They are fine in the MapEdit, but not in the game proper. I do not think I exceeded the max tiles limit. What is wrong with it?

Yes, some tiles seem to be replaced with other tiles... Like the pipes being replaced with the green sludge or doors with some impassable pile of junk.
An I don't know why!
I saw a thing that might be related. In MapView, the UFO1A loads as a jumbled mess, but in-game it loads fine. The glitch is in MapView's configuration files. IIRC it originally had this:
UFO1A:U_EXT02 U_WALL02 U_DISEC2 U_BITS
But you have to change it to this:
UFO1A:UFO1


I wonder if it might be something like that. Maybe one of your tileset lists is up or down one tileset? Try comparing the tileset list in the map editor config file with the one in the ruleset, and make sure they're the same lists, preferably in the same order.

Offline Solarius Scorch

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Re: Please help with unexplicably broken terrain
« Reply #12 on: August 14, 2016, 01:36:28 pm »
Had a look on MapView at your terrain.

Much appreciated. ;)

The blocked wall results from a change on the MCD files where the west wall tile was replaced by the computer wreck.

You mean a wrong Die_MCD? It's possible, but I can't see how that's relevant to wrong tiles being displayed. Nothing was destroyed yet.
If it's something else, can you please elaborate?

The green sludge triangles happen because the ground is higher than usual and the walls are superimposed over the ground (that's how the engine draws the battlescape)

Yes, but exactly the same tile works just fine in Piratez... I'll consult Dioxine about it.

I saw a thing that might be related. In MapView, the UFO1A loads as a jumbled mess, but in-game it loads fine. The glitch is in MapView's configuration files. IIRC it originally had this:
UFO1A:U_EXT02 U_WALL02 U_DISEC2 U_BITS
But you have to change it to this:
UFO1A:UFO1

Nah, not using UFO1A in this terrain.

Maybe one of your tileset lists is up or down one tileset? Try comparing the tileset list in the map editor config file with the one in the ruleset, and make sure they're the same lists, preferably in the same order.

Did that already, actually even put it here for comparison. That's not it.


EDIT:
Eureka! Now I know what happened. Apparently, the PIPES tileset wasn't declared in the Images.dat. However, there is a TFTD tileset of the same name, which was used instead, and it was obviously different.

I'll fix this and hopefully won't need any more help. Thanks!
« Last Edit: August 14, 2016, 02:42:03 pm by Solarius Scorch »

Offline Hobbes

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Re: Please help with unexplicably broken terrain
« Reply #13 on: August 14, 2016, 04:37:12 pm »
Eureka! Now I know what happened. Apparently, the PIPES tileset wasn't declared in the Images.dat. However, there is a TFTD tileset of the same name, which was used instead, and it was obviously different.

Lol, first thing I did when installing on Map View was to rename PIPES to PIPES_CYBER to prevent that same issue :)

Offline Solarius Scorch

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Re: Please help with unexplicably broken terrain
« Reply #14 on: August 14, 2016, 07:08:44 pm »
Lol, first thing I did when installing on Map View was to rename PIPES to PIPES_CYBER to prevent that same issue :)

Sorry for the trouble, senpai :)
I'll work on this terrain further, and hopefully bring it to a state where it can be published.