Error Hunt

Content and general development discussion, including quest scripts and server code.
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Chicka-Maria
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Error Hunt

Post by Chicka-Maria »

Hey guys, was just traveling around the mana world when noticing this path was not connected straight.. it looks strange and needs fixing.

Its on map 041-1 and located at 55, 62

Also I think all the collision tiles on the beds should be removed considering the sprites look fine when sitting on them turned, Other wise there is a lot of places that shouldn't have lots of beds in the first place.

Here is a screenshot of the pathway I'm talking about... If i see anymore errors ill point them out in this thread :)

regards,
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bug.PNG
bug.PNG (183.35 KiB) Viewed 2988 times
Yubaba
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tux9th
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Re: Error Hunt

Post by tux9th »

Chicka-Maria wrote: Also I think all the collision tiles on the beds should be removed considering the sprites look fine when sitting on them turned, Other wise there is a lot of places that shouldn't have lots of beds in the first place.
the way beds are right now it is not possible to remove the collision tiles as the top of the bed is atm in over layer.

the other thing is quite obvious, I wonder what I screwed up there :P
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Jenalya
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Re: Error Hunt

Post by Jenalya »

Fixed the desert path: https://github.com/themanaworld/tmwa-cl ... 573c1ad9bb
Thanks for reporting. :)
BoomerTheKran
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Re: Error Hunt

Post by BoomerTheKran »

020-1 60 122
020-1 60 121
020-1 61 122

019-1 82 88

052-1 75 32
warp to those spots, see the empty holes
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Chicka-Maria
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Re: Error Hunt

Post by Chicka-Maria »

Here are the errors boomer pointed out in visual, it seems they are just missing collision tiles no biggie :)
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052-1 75 32 error-1.jpg
052-1 75 32 error-1.jpg (123.17 KiB) Viewed 2897 times
020-1 60 122 error-1.jpg
020-1 60 122 error-1.jpg (92.02 KiB) Viewed 2897 times
019-1 82 88 error-1.jpg
019-1 82 88 error-1.jpg (120.76 KiB) Viewed 2897 times
Yubaba
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Crush
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Re: Error Hunt

Post by Crush »

By the way, you can easily find such unreachable tiles in the map editor.

1. zoom out until you see the whole map
2. hide all layers except for collision
3. flood-fill the walkable area with the collision tile

Now any inaccessible tiles are clearly visible. Undo the large flood-fill and fix them.

This simple QA test should always be done before releasing a map. It's important because when a spawn area overlaps the unwalkable area, more and more mobs will accumulate in it which stay there forever because they can't be killed easily.
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Jenalya
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Re: Error Hunt

Post by Jenalya »

BoomerTheKran, thanks for reporting this. (And it's no problem to report only with coordinates.) :) Here's a fix: https://github.com/themanaworld/tmwa-cl ... 719bcaae7b
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Reid
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Re: Error Hunt

Post by Reid »

Wrong collisions on 056-1 map: (38,39) to (40,39)
ManaPlus_Screenshot_62.png
ManaPlus_Screenshot_62.png (160.12 KiB) Viewed 2828 times
Here's a patch fix:

Code: Select all

From 18fc41dc1e527e0a87e8883c3b15b807abdadf9f Mon Sep 17 00:00:00 2001
From: Reid Yaro <reidyaro@gmail.com>
Date: Sat, 2 Feb 2013 17:25:04 +0000
Subject: [PATCH 1/1] Remove wrong collision tiles on 056-1 map.

---
 maps/056-1.tmx |    4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/maps/056-1.tmx b/maps/056-1.tmx
index f66d993..f969f81 100644
--- a/maps/056-1.tmx
+++ b/maps/056-1.tmx
@@ -42,9 +42,9 @@
    H4sIAAAAAAAAA+3RwQ1AQBRF0T/9l2NogGhgUI9fwFhYCc5J7v4lLwIAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAL5pKBG105hN5el13DXnZ8tFqz9fp+VnW6c9O/wJAAAAAAAAAAAAAAAAAAAAv3ECDFCycNCvAAA=
   </data>
  </layer>
- <layer name="Collision" width="116" height="97" visible="0" opacity="0.5">
+ <layer name="Collision" width="116" height="97" opacity="0.5">
   <data encoding="base64" compression="gzip">
-   H4sIAAAAAAAAA+3S0Y6EIAyFYeP7P/ReTeIyFMpQPEX/Jl/WUXRLD+dxHCcAAAAAAAAAAAAAAAAAAAAA3OBI0AN8OdWq9VzdM+wqn1vr1f0rZnX9ba3LkqOn1HNV59maiXWv9TxDpiv6yS6qVvZm9dpbo57tznmWlaEf9WzJM66v8/L3jSLqzl5G+1bPN2umnrXqcxXZz+6sWdTmEj3LVaWeqdroHGZn2XrP+t1bP7oH/J9ha/6169FzMVPq+eygNbfR+Y686/lu7Xvqee2iNrvevD1nY+S7v/xP9HMtZzg6T2+NvqeezU5GZu35jicj8lyTo3U9O9uZ8p4z+GderunNeEX1+lXPL7PWPL1z9Lzrfd57D/P5zpbnu2dxfRbXWJuvtS7yXKj3/gS9WY5W77vWesRnas3aule7Rk5lflb26j7hz7OXNXnmVyvrGfnuJbLUe8F3thE5q/eB7wy998qqnQ3kUGbUyt8q9R4wnjf57clT6h6xLm91P5jL71PqvrAmX3U/iMnT+o378/BkZK2plXpPb/ZrtbJGnkwj8lfvB3NngAz3dhjX2FOv1P1hPtfrPXVfiMn0U+qeEJvnkaAvxOer7gXzGZLjs5Drc5Dls5Sl7gcxmap7AHkCAAAAAAAAAAAAAAAAeI8/Oj4O6tCvAAA=
+   H4sIAAAAAAAAA+3S0Y6EIAyFYeP7P/ReTeIyFMpQPEX/Jl/WUWRrD+dxHCcAAAAAAAAAAAAAAAAAAAAA3OBI0AN8OdWq9VzdM+wqn1vr1f0rZnX9ba3LkqOn1HNV59maiXWv9TxDpiv6yS6qVvZm9dpbo57tznmWlaEf9WzJM66v8/L3jSLqzl5G+1bPN2umnrXqcxXZz+6sWdTmEj3LVaWeqdroHGZn2XrP+t1bP/oN+D/D1vxr16PnYqbU89lBa26j8x1517NvbT/1vHZRm11v3p6zMbLvL/8Tv+UQsZ+1/+w5Qn+WreeefTwZkeeaHK3r2dnOlPecwT/zck1vxiuq1696fpm15umdo+dd7/Pee5jPd7Y8+57F9VlcY22+1rrIc6H+9ifozXK0evta6xGfqTVr617tGjmV+VnZq/uEP89e1uSZX62sZ+S7l8hSfwu+s43IWf0d+M7Qe6+s2tlADmVGrfytUn8DxvMmvz15St0j1uWt7gdz+X1K3RfW5KvuBzF5Wr9xfx6ejKw1tVJ/05v9Wq2skSfTiPzV34O5M0CGezuMa+ypV+r+MJ/r9Z66L8Rk+il1T4jN80jQF+LzVfeC+QzJ8VnI9TnI8lnKUveDmEzVPYA8AQAAAAAAAAAAAAAAALzHH9fvn0XQrwAA
   </data>
  </layer>
  <objectgroup name="Objects" width="116" height="97">
-- 
1.7.10.4

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Jenalya
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Re: Error Hunt

Post by Jenalya »

Reid wrote:Wrong collisions on 056-1 map: (38,39) to (40,39)
Here's a patch fix:
I just reviewed, tested and pushed. Thanks! :)
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Re: Error Hunt

Post by tsukinokage »

I decided to post here map bugs I find too.

I found out that most (if not all) woodland maps have stone road tile on Fringe instead of Ground (or Ground2 or whatever) layer, this result in that you cann't see drops on these tiles, since item sprites is drawn before the fringe layer. This problem is annoying.

I don't know if there already someone working on this bug, but hope someone (other than myself) can fix this.

Regards!
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Jenalya
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Re: Error Hunt

Post by Jenalya »

tsukinokage wrote: I found out that most (if not all) woodland maps have stone road tile on Fringe instead of Ground (or Ground2 or whatever) layer, this result in that you cann't see drops on these tiles, since item sprites is drawn before the fringe layer. This problem is annoying.

I don't know if there already someone working on this bug, but hope someone (other than myself) can fix this.
As far as I know a very early version of the client was able to handle only some fixed layers with fixed names, that's why older maps consist only of those layers and don't have additional layers as e.g. Ground2.
There's currently nobody working on this, so if someone is interested, help would be welcome.
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Chicka-Maria
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Re: Error Hunt

Post by Chicka-Maria »

Jenalya wrote:I don't know if there already someone working on this bug, but hope someone (other than myself) can fix this.As far as I know a very early version of the client was able to handle only some fixed layers with fixed names, that's why older maps consist only of those layers and don't have additional layers as e.g. Ground2.
There's currently nobody working on this, so if someone is interested, help would be welcome.
Already gotten started on this, It seems there are a lot of maps including the indoor maps (rugs and extra block floors) that need to be changed to a ground2 instead of fringe..I have already finished 2 maps with layering issues and am working on the 3rd now...It will take more than a day to complete the errors on all the old maps but know its being worked on.

regards,
Yubaba
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