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Daimonin Forum  |  Development  |  Arches  |  Topic: Multi-part arch alignment « previous next »
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Topic: Multi-part arch alignment  (Read 1920 times)
Torchwood
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« on: May 15, 2008, 04:38:12 pm »

(email should be with you today!)

I know we were very close to the limit - we only found out about the limit 'cos I went over it on my local server when I added one of my new Blender mobs!  The limit will be with us until MT releases his new code ...


EDIT:  I just tried to arch up all my images ... generally no problem, until I came to the 3x3 'unit'.  When in map editor everything looks fine, but when I test in-game, the images are horribly offset (too low and to the right on the screen).

EDIT2:  Just realised I missed the 'mpart_id 8' from the main part of the arch ... but adding in it has no effect Sad.  I also tried using the 'multi_arch_06.png' image (to check if there was something wrong with my images), but that is out of position as well.  Must be a stupid mistake on my part, but can't figure out what!

Here, I'm standing on the spawn point - but the unit is way out of position!


Here, I'm standing closer to the unit, and in fact you can see its gone 'grey-scale' as if my invisibility has affected the unit.


In both images, you can see a second unit - I gave a waypoint to this unit, and the graphics have been drawn off the map (it is a simple un-attached single test map).

What's going on?

Here is the bottom of the arc file:

Code:
More
Object sedan_chair_unit_b
name Sedan Chair
layer 6
terrain_flag 1
mpart_id 8
mpart_nr 1
y 1
monster 1
alive 1
no_pick 1
end
More
Object sedan_chair_unit_c
name Sedan Chair
layer 6
terrain_flag 1
mpart_id 8
mpart_nr 2
y 2
monster 1
alive 1
no_pick 1
end
More
Object sedan_chair_unit_d
name Sedan Chair
layer 6
terrain_flag 1
mpart_id 8
mpart_nr 3
x 1
monster 1
alive 1
no_pick 1
end
More
Object sedan_chair_unit_e
name Sedan Chair
layer 6
terrain_flag 1
mpart_id 8
mpart_nr 4
x 1
y 1
monster 1
alive 1
no_pick 1
end
More
Object sedan_chair_unit_f
name Sedan Chair
layer 6
terrain_flag 1
mpart_id 8
mpart_nr 5
x 1
y 2
monster 1
alive 1
no_pick 1
end
More
Object sedan_chair_unit_g
name Sedan Chair
layer 6
terrain_flag 1
mpart_id 8
mpart_nr 6
x 2
monster 1
alive 1
no_pick 1
end
More
Object sedan_chair_unit_h
name Sedan Chair
layer 6
terrain_flag 1
mpart_id 8
mpart_nr 7
x 2
y 1
monster 1
alive 1
no_pick 1
end
More
Object sedan_chair_unit_i
name Sedan Chair
layer 6
terrain_flag 1
mpart_id 8
mpart_nr 8
x 2
y 2
monster 1
alive 1
no_pick 1
end
« Last Edit: May 18, 2008, 10:37:43 am by smacky » Logged

grommit
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« Reply #1 on: May 15, 2008, 08:14:06 pm »

Well, I don't know. But when the Editor starts up there is this line:

Quote
INFO (main) daieditor.MultiPositionData     - Loaded multipart position data from 'archdef.dat'

I couldn't find the file in question, but sounds like it might be a clue.

PS: Got the zip file, thanks.

Edit: did you recollect the arches when you made your fixes?

PPS: I can confirm just adding the arches crashes the server by sending oversize buffer  Tongue
* grommit wonders just what to remove for testing...
« Last Edit: May 15, 2008, 08:32:50 pm by grommit » Logged
Torchwood
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« Reply #2 on: May 15, 2008, 08:58:19 pm »


I took all the humans out just for testing ... but that probably won't help you with Mahewa.  There are a lot of demon images - maybe you could remove those?

I did recollect arches yes ... and just done it again - but no joy.  I can't find any 3x3 objects that I can copy/confirm it works OK.  Lots of 2x2, and there is one big tree that is 4x4 (lo_tree7), but no 3x3s.  I've copied the pattern exactly, but it still doesn't work.

I hope there isn't some sort of bug with 3x3 objects.  That archdef.dat file doesn't seem very helpful ...

Help!?
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grommit
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« Reply #3 on: May 15, 2008, 09:23:33 pm »

Hang on (possible lightbulb)

You said 3x3, but the image is 3x1. Maybe it's aligning the image along one edge of a 3x3 area. Or it's getting confused just where to display it. Not visited that part of the code (not even sure if it's server or client - so not much help at all Wink)

Edit: looks like the relevant code is in the client, commands.c, interpreting something sent from the server.
« Last Edit: May 15, 2008, 09:26:12 pm by grommit » Logged
Torchwood
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« Reply #4 on: May 15, 2008, 09:49:01 pm »


Well no ... the image is physically the correct size for a 3x3 - it just so happens that the actual coloured pixels make up a 3x1 image (that probably didn't make any sense at all!).  The clincher is when I put the multi_arch_06.png image in my gfx_client folder it was similarly misaligned ...

Think we need Alderan to comment if its a client-side display problem ...
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Torchwood
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« Reply #5 on: May 16, 2008, 06:17:52 am »

(sorry for double post)

Did some more investigations ... looked at the archdef.dat file in more detail and where it get read in by the client.  The numbers in that for the 3x3 arch size look fine to me ... but I can't understand what the client does when it uses the MultiArch[] array in map_draw_map(), so no idea if there is a problem there or not.

I think it might be a client-side problem - the server certainly thinks the 3x3 unit is in the correct location, as the 'below' window in the client correctly displays - its only where the graphic is physically drawn on the map thats a problem.

I did another test - I copied lo_tree7 (which is 4x4) and made lo_tree8.  I used the 3x3 test grid for the image.  I modified the arch to make it 3x3 and tested.  I added an apricot to 'frame' each corner (so the apricots make a 5x5 square) so you can see where the lo_tree8 should be ...

In the editor (selected tile is where I inserted the object ... it doesn't look quite right):


In-game (I'm standing on the tile where I inserted the object):


Here is the full arch I used:
Code:
Object lo_tree8
name tree
layer 5
type 79
mpart_id 8
face lo_tree8.101
no_pick 1
end
More
Object lo_tree8_a
name tree
layer 5
type 79
mpart_id 8
mpart_nr 1
x 1
no_pick 1
end
More
Object lo_tree8_b
name tree
layer 5
type 79
mpart_id 8
mpart_nr 2
x 2
no_pick 1
end
More
Object lo_tree8_c
name tree
layer 5
type 79
mpart_id 8
mpart_nr 3
y 1
no_pick 1
end
More
Object lo_tree8_d
name tree
layer 5
type 79
mpart_id 8
mpart_nr 4
x 1
y 1
no_pick 1
end
More
Object lo_tree8_e
name tree
layer 5
type 79
mpart_id 8
mpart_nr 5
x 2
y 1
no_pass 1
no_pick 1
blocksview 1
end
More
Object lo_tree8_f
name tree
layer 5
type 79
mpart_id 8
mpart_nr 6
y 2
no_pass 1
no_pick 1
blocksview 1
end
More
Object lo_tree8_g
name tree
layer 5
type 79
mpart_id 8
mpart_nr 7
x 1
y 2
no_pass 1   
no_pick 1
end
More
Object lo_tree8_h
name tree
layer 5
type 79
mpart_id 8
mpart_nr 8
x 2
y 2
no_pick 1
end

Anyone?
« Last Edit: May 16, 2008, 06:19:43 am by Torchwood » Logged

zaurbock
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« Reply #6 on: May 16, 2008, 01:39:30 pm »

in my opinion, great chair =) it may not be the fastest.. but if you dont feel like running its a great option :p (i never feel like running) plus its only 1sc =) so I would prolly use it ALOT Cheesy though.. whats up with my backpack smelling? :p i was walking around and came to another one of your sedan chair stops.. i saw there was 2 right next to eachother so i figured.. a fun ride? :p so i called them.. but they say they wont take me anywhere with that horrible stench Cheesy so i decided to leave... and it appears im stuck in a 24 by 24 world :p did i fall into a trap? 0o
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grommit
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« Reply #7 on: May 16, 2008, 02:43:08 pm »

Although this is the wrong thread for discussing the gameplay - I'll just briefly say that you are the second player to be caught out by this. It seemed obvious to me (and others that tried it) what would cause this. Why didn't you just look in your inventory, since it was mentioned? Or didn't you make the connection that backpack = inventory?
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Torchwood
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« Reply #8 on: May 17, 2008, 07:50:07 am »

Can someone with suitable powers please split this thread and put the 2nd half (i.e. from my reply #35) into the Development/Arches board?  That seems a more suitable location - as we are not really talking about graphic requests anymore (and possibly more people who have knowledge in the right area will read it).

Done. And lead-in greyed out.
« Last Edit: May 17, 2008, 10:24:55 am by grommit » Logged

tehill
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« Reply #9 on: May 17, 2008, 01:27:59 pm »

I think because you are using x 2, y 2  the arch will occupy  a 3x3 tile grid from spawn tile(assumes spawn on spawnpoint) and 2 tiles right and 2 tiles down. Negative numbers are permitted, so you could align differently I think as long as when you are done it fits the multi arch pattern. In other words a 3x3 starting at x -1 y-1 and ending at x +1, y +1 would be centered around the spawn point.

« Last Edit: May 17, 2008, 01:43:01 pm by tehill » Logged
Unislash
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« Reply #10 on: May 17, 2008, 07:47:09 pm »

I think tehill has it right... i'll see if i can check it out...

Cheers,
Unislash
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Torchwood
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« Reply #11 on: May 17, 2008, 08:25:39 pm »


The 4x4 lo_tree7 arch works fine (no alignment problems) and that goes from 0 to 3 in x and y.

I tried the -1 to 1 thing earlier and it didn't work ... but please, if someone else can repeat the issue (or prove its me and the software is fine Cheesy) that would be great.
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tehill
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« Reply #12 on: May 17, 2008, 11:02:34 pm »

sorry, your images didnt load this morning so i was going by what was said
yep i used the lo_tree7 (4x4) and it tests fine using local build of branch server and the release client 0.9.7.1

If you are using multi_arch_06.png as a pattern then mpart_id 6 is what you need to use I think. mpart_id = pattern number

And I don't know where that piece of info can be found. I figured it out from matching existing arches and their pattern and their  mpart_id.
« Last Edit: May 18, 2008, 12:04:21 am by tehill » Logged
Alderan
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« Reply #13 on: May 18, 2008, 02:16:32 am »

I must have messed something up in my WCs, can you give me a hint of the mapname, of the sedan chair testmap? I will have a look tomorrow. Thanks
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Torchwood
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« Reply #14 on: May 18, 2008, 07:51:44 am »

@ Alderan - I haven't committed this stuff (collection file size limit).  I didn't really believe it could be a client bug, but couldn't think of anything else - Luckily, tehill has fixed it for me!

@ tehill - You were dead right - mpart id does = pattern number - which makes sense really!  So, I've discovered there are 4 separate chunks of information that must be kept in synch if multi-archs are to work:

client/archdef.dat
arch/dev/editor/conf/archdef.dat
arch/dev/multi_arch_??.png
mpart_id ??

Anyway, changing to use id = 6 fixed the problem for me.  I also went back to using -1 to +1 as the x, y range - which centres the mob on the spawn point (seems sensible).  In this screen shot I'm standing (you can't really see me, so just trust me!) on the sedan chair itself and you can see from the below window that is where the spawn point is:



For Grommit's benefit, here is the final arch I used:

http://screamingflower.dontexist.org/daimonin/media/graphic/temp/torchwood/sedan_chair/sedan_chair_carrier_unit.arc

Of course, what I'd like to do now would be to add a new mpart_id number - to allow a 3x1 mob (the existing only allows 2x1, 3x2, ...)!  I guess this should be relatively easy - just need to update those existing files I mentioned earlier ...
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