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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sun Jun 29, 2003 1:57 pm Post subject: Turf flag mixup in mapdata.c |
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I've been trying to get turf to work (1.0rc1). I get:
Jun 29 18:27:22 W <points_turf_reward> {loadout} Map has no flags.
mapdata.c wrote: | #define TILE_FLAG 0xAA |
0xAA is 170 so it's '¬', but I make a map with just one turf flag and it's 'ª' which is 166 or 0xA6 (I used SSME). So which one is correct?
Edit: I'm not posting this in the windows bugs thread because I found this bug in the source code. However if I'm right, do you think you could recompile core.dll (Dev-C++ makes .dll's that crash AsssWin)?
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Mine GO BOOM Hunch Hunch What What
Age:40 Gender: Joined: Aug 01 2002 Posts: 3614 Location: Las Vegas Offline
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Posted: Sun Jun 29, 2003 5:46 pm Post subject: |
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Its 0xAA for turf flags. Try loading a map from some other zone that has turf flags, see if still occurs.
As for the Dev-C++, make sure it compiles it as C, not C++. I'll work on a hack later to support C++ dlls, but not yet.
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Mon Jun 30, 2003 3:40 pm Post subject: |
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I tried the turf1 map from asss test zone and here is some stuff from the console/log:
I <flags> {loadout} Arena has flaggame 2 (6-6 flags)
M <flags> {loadout} [Me!] Tried to pick up a carried flag
I <flags> {loadout} [Me!] too lagged to pick up flag 148
I could only pick up the 6 flags in/around sector A1. I'm guessing the 148 thing was sent by the client, otherwise it would be at least 149-149 flags. I've tried various FlagCount's in [Flag], but I don't think that is used in turf anyway. I also tried adding 198 flags to my original map, but I still get 0-0 flags.
Another time where stuff only worked around sector A1 is Pppk() when I recompiled it in it's own module to get autoturrets working in 0.9.8 (this was with Dev-Cpp, so that says it all really).
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Wed Jul 02, 2003 1:56 pm Post subject: |
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Tiles positioned above or to the left of the flag seem to have the most stopping power. (Position in file, tileset and filesize don't seem to matter).
Attached are two levels, one that works and one that doesn't.
broken.lvl - 0.09 KB
LVL Preview: Full Size - Half Size
File downloaded or viewed 25 time(s)
ok.lvl - 0.09 KB
LVL Preview: Full Size - Half Size
File downloaded or viewed 28 time(s)
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Mine GO BOOM Hunch Hunch What What
Age:40 Gender: Joined: Aug 01 2002 Posts: 3614 Location: Las Vegas Offline
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Posted: Wed Jul 02, 2003 5:56 pm Post subject: |
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Might i recommend you trying .lvl's with tilesets? Could be the problem, but not sure.
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Fri Jul 11, 2003 2:34 pm Post subject: |
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My original map had a tileset, I chose to attach small maps to save space and in the hope that someone could spot the problem quicker if there were less tiles.
After some testing I think fread() returns 0 whenever it feels like it, although always the same place with the same file. Some files make my test program find no tiles, one time it found about 45 tiles and stopped.
If someone could test the maps I uploaded on a windows machine and report back it would be helpful. I have another computer, but half the modules won't load (PII 233 or was it 266? and win98).
I'm off to check out fread() on MSDN...
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