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Author Topic: the OLD problem about maps  (Read 11758 times)

Zonk

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the OLD problem about maps
« on: April 14, 2002, 03:03:00 am »

we still have an OLD problem...the crosses on the minimap sometimes JUMP in the main view...it's not nice to have dozens of blue crosses near your character
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Demon

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Re: the OLD problem about maps
« Reply #1 on: April 14, 2002, 05:42:00 am »

Yeah I get that too but only on 24 bit (ya know, when the other aspects of the display arnt f*cked up!)  I have a screen shot if you need it...  It shows my mole dog army when it was finally defeated...   :(
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Toady One

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Re: the OLD problem about maps
« Reply #2 on: April 14, 2002, 08:50:00 am »

I might need the screen shot, because I don't understand the error.  The crosses jump?  Do you mean when you go across a site boundary and it loads in new creatures (ie there's a delay, and then new critters pop up all over the place)?  That comes from the crappy loading routine -- I can fix that if that's what you are talking about.  Or is that not it?
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Toady One

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Re: the OLD problem about maps
« Reply #3 on: April 14, 2002, 09:20:00 am »

Here's a fix for the problem I mentioned.  It is probably not the problem you are talking about -- I'll need more information, since the thing I just fixed is the only behavior that remotely resembled "jumping" crosses on the automap.  If it doesn't help, send me the screen shot...
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Zonk

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Re: the OLD problem about maps
« Reply #4 on: April 14, 2002, 09:25:00 am »

i mean that the crosses that should show were other creatures  are sometimes jump from the mini-map to the main view...were you can view your character and enemies...
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Toady One

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Re: the OLD problem about maps
« Reply #5 on: April 14, 2002, 09:54:00 am »

All right, I've never seen that before.  I'll see what I can do.
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Toady One

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Re: the OLD problem about maps
« Reply #6 on: April 14, 2002, 10:16:00 am »

I definitely need the screen shot -- I can find anything in the code.  It sets up a scissor box around the map before it prints it, so things should never be able to escape -- to figure out what's going wrong with that, I'll need to see how things have been escaping, and how they should be punished.
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Zonk

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Re: the OLD problem about maps
« Reply #7 on: April 14, 2002, 10:21:00 am »

il try and send a screenshoot by email..by the way the NEW version fixed the fullscreen bug..i can play in fullscreen now!
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Toady One

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Re: the OLD problem about maps
« Reply #8 on: April 14, 2002, 10:30:00 am »

What?  The 36h I put up this morning fixed fullscreening????  Or one of the other ones.  I don't remember what I did before...  maybe forcing fullscreen to display in 16 bits fixed some problems.  I didn't do anything for that in 36h.

If you can't send a screen shot, we can just wait for Demon to do it.  He claims to have one prepared, and with a lot of dead mole dogs in it too.

By the way, how fast are things going for people now?  I remember Zonk used to be getting something like 1 FPS.  Is it any better with the new graphics options and all that?

[ April 14, 2002: Message edited by: Toady One ]

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Demon

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Re: the OLD problem about maps
« Reply #9 on: April 14, 2002, 05:23:00 pm »

Sorry for the delay!  I sent it just now...

I sent a JPEG cause youre always complaining abuot your shoddy internet, so if you need higher quality I can give you that too...

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Toady One

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Re: the OLD problem about maps
« Reply #10 on: April 14, 2002, 05:36:00 pm »

There's some carnage...  I hope it didn't sound like I was in a rush to get this -- the last thing I need is more graphics work.  I'm not sure how to proceed with this one either...  those crosses are just completely denying the instructions in the code.  I hope this doesn't point to a more subtle memory problem or something.
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Toady One

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Re: the OLD problem about maps
« Reply #11 on: April 14, 2002, 05:49:00 pm »

Do the orange rectangles that represent the buildings go out into the main view too?  Or just the creature crosses?

As a quick fix, I can just mimic the scissor operation in the code -- no big deal.  However, I'd like to figure out why it's not working -- if the scissor code is failing, there will be larger problems later.  Even now, if scissoring is the problem, you'll also have trouble with stars being printed everywhere for instance.

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Toady One

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Re: the OLD problem about maps
« Reply #12 on: April 14, 2002, 06:49:00 pm »

The quick fix is in.  GL doesn't report any errors with scissoring, so the code is structured right, anyway.  I don't know what's going on, but maybe it isn't so important now.  Although it might resurface later with a vengeance, as I mentioned before.

I'm in the middle of adding creature variations, so the release of the fix will have to wait for a while.

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Zonk

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Re: the OLD problem about maps
« Reply #13 on: April 21, 2002, 02:23:00 am »

well Toadyone...GOOD BIRTHDAY(im a little late...)...well the game is playable i get about 8 FPS,i use to skip 5 frames..the game is a LOT BETTER than before
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Toady One

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Re: the OLD problem about maps
« Reply #14 on: April 21, 2002, 08:31:00 am »

Phew.  I was kinda running out of ideas. 8 is better than 1, anyway.

Now I get to do very exciting saving and loading code for several hours.

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