View topic - List of maps that need fixing



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PostPosted: 18 Mar 2012, 21:06 

Joined: 18 Mar 2012, 21:03
This is a list of maps that need fixing. I am posting it here and around the spring community in the hopes that the authors will notice. These maps could be featured and used in planet wars + the zero-k map rotation.

Xenolithic_v4 (fog)

Seths_Ravine_V2 (various see http://zero-k.info/Maps/Detail/18306)

Vein (fog)

Hells Pass: fixes (type map impassable to spiders / fog)

GrandRiver (broken see http://zero-k.info/Maps/Detail/19057 )

Also see http://zero-k.info/Forum/Thread/2021


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PostPosted: 19 Mar 2012, 03:20 
Zero-K Developer

Joined: 28 Nov 2006, 13:22
Zero-K uses a much larger map pool than, say BA (DSD, comet), because we have an integrated featuring system and a random map selection. So we're always adding new, quality maps to the pool:

http://zero-k.info/Maps

I don't know about the etiquette among mappers, is it permissible to simply release new, updated versions of these? To not take control of versioning away from the creators, we could append them with Zero-K, like s44/evo etc do, but would that be presumptuous if they are basically just minor fixes? I know some of the creators of these maps may not even be around anymore. Is it more respectful to the author to have their maps fixed so they can be enjoyed and played by the userbase, or to leave them in full creative control of an unplayed map?


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PostPosted: 19 Mar 2012, 05:00 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
What I have resorted to is making "remakes" using the same textures and stuff as ssmf maps, prefixed with EvoRTS, basically I;m saying that this is that map retooled to work for evo. Of course, any of my blueprint maps will work for other spring games as well.

But should be perfectly ok as long as you aren't trying to take credit for making the map in the first place, or something silly like that (plus, half these guys left spring eons ago anyway).


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PostPosted: 19 Mar 2012, 10:57 

Joined: 09 Sep 2007, 20:05
I was happy when someone bothered to fix some of my broken maps. Dunno about others tho.


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PostPosted: 20 Mar 2012, 07:42 
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All the bryce* maps (bryce_arena etc) got fixed two times but still have no shadows.
viewtopic.php?f=13&t=26013&hilit=bryce+maps
---
imo for fixes like missing commas in .smd or bad fog lua it is OK to keep the mapname and just increase version number.


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PostPosted: 20 Mar 2012, 14:58 
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Theres 3 authors for Seths Ravine.

The things that are broken in that map are lua stuff I guess: probably the fog and metal spot placer.

If sombody can fix it then please do, then just revision it and put your name on the credit list. I dont know what is the problem, nor do I have time to investigate.

thx.


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PostPosted: 22 Mar 2012, 12:08 
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Joined: 22 Sep 2007, 08:51
i agree with Saktoth, knorke and Arthuri. if it is just minor fixes, it is not really taking away "creative controll", and given that mappers are not generally coders too, they are often happy if someone else does it. if they don't like it, they can still revert the change and release wiht a higher version again.


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PostPosted: 22 Mar 2012, 12:31 
Evolution RTS Developer
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SirArtturi wrote:
Theres 3 authors for Seths Ravine.

The things that are broken in that map are lua stuff I guess: probably the fog and metal spot placer.

If sombody can fix it then please do, then just revision it and put your name on the credit list. I dont know what is the problem, nor do I have time to investigate.

thx.


Something in seth's ravine interferes with a bunch of evo's lua. It's playable, but some things that you normally rely on are missing.


Last edited by Forboding Angel on 22 Mar 2012, 19:32, edited 1 time in total.

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PostPosted: 22 Mar 2012, 13:53 
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Joined: 12 Oct 2007, 08:24
Seth's Ravine has always been quite broken. The fog draws in front of cegs and engine drawn unit queues so the fog makes it look quite bad.


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PostPosted: 22 Mar 2012, 14:43 
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Joined: 23 Oct 2004, 00:43
As I said in your ZK thread, Hell's Pass typemap can be fixed with a gadget (and ZK has a modoption to use this gadget) but when I try that approach the pathfinder is stuck on stupid.

That is, I can force fleas to cross the mountains in hell's pass by giving them oodles of waypoints, but otherwise they still attempt to go around it through the pass-of-porc, regardless of how much longer it takes to make that journey.


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PostPosted: 27 Mar 2012, 23:08 

Joined: 18 Mar 2012, 21:03
Grts_RiverValley_013 (broken)


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PostPosted: 27 Mar 2012, 23:11 
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Jasper wrote:
Grts_RiverValley_013 (broken)

Engine failure.


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PostPosted: 27 Mar 2012, 23:32 
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12
Location: There is no god - and reality is his prophetess
GPL it goes into all fields


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PostPosted: 28 Mar 2012, 09:06 

Joined: 29 May 2010, 22:40
Jasper wrote:
Xenolithic_v4 (fog)
Tried to play it yesterday. Error is (gadget gets loaded two times?):
Code:
[..]
[f=0000000] Loaded gadget:  DualFog             <gui_dualfog_gadget.lua>
[..]
[f=0000000] Loaded gadget:  DualFog             <gui_dualfog_gadget.lua>
[..]
[f=0000000] LuaUI v0.3
[f=0000000] Finalizing
[f=0000000] Error: LuaRules::RunCallIn: error = 2, DrawScreenEffects, [string "LuaRules/Gadgets/gui_dualfog_gadget.lua"]:424: attempt to index local 'a' (a nil value)
[f=0000000] Connection attempt from Player
[f=0000000]  -> Version: 88.0 (MT-Sim OMP)
[f=0000000]  -> Connection established (given id 0)
[f=0000000] Player Player finished loading and is now ingame
[f=0000000] Error: LuaRules::RunCallIn: error = 2, DrawScreenEffects, [string "LuaRules/Gadgets/gui_dualfog_gadget.lua"]:424: attempt to index local 'a' (a nil value)
[f=0000000] Error: LuaRules::RunCallIn: error = 2, DrawScreenEffects, [string "LuaRules/Gadgets/gui_dualfog_gadget.lua"]:424: attempt to index local 'a' (a nil value)
[..]
Most annoying is that the error repeats so often, that it is not possible to read anything in the console, so even a "!stop" won't work, as nobody sees it.

A engine-log repeat counter like in Linux-Syslog would help there:
Code:
- Last output repeated 7 times -


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PostPosted: 31 Mar 2012, 13:58 

Joined: 18 Mar 2012, 21:03
Fog causes problems for some users. Therefore, we do not have featured maps that have fog in zero-k.

Plutonium_Fields_v1 ( fog)


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PostPosted: 31 Mar 2012, 14:17 
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Joined: 07 Feb 2005, 21:30
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SirArtturi wrote:
Theres 3 authors for Seths Ravine.

The things that are broken in that map are lua stuff I guess: probably the fog and metal spot placer.

If sombody can fix it then please do, then just revision it and put your name on the credit list. I dont know what is the problem, nor do I have time to investigate.

thx.

I get the feeling that ZK hosts may be disabling lua metal spots from map options, is that possible? Afaik the only serious bug with lua metal spots was the clipping issue, caused by the engine not supporting drawing quads on ground on non-flat areas. Dynamic metal spots never really caught on for that reason. The version found in IcySea has some improvements though.


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PostPosted: 01 Apr 2012, 05:18 
Evolution RTS Developer
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Autohosts completely ignore modoptions and mapoptions. They use whatever is hardcoded to be default.

So in the widget that draws the metal spots, it needs to say "Draw spots, unless modoption exists and is set to false".

Otherwise, the default is off, because modoptions is nil.


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PostPosted: 27 Apr 2012, 05:44 
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Quote:
Autohosts completely ignore modoptions and mapoptions. They use whatever is hardcoded to be default.
at least on xta and ba autohost it is possible to set both. It just requires some trial & error what you have to !type.


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