Error Hunt

Content and general development discussion, including quest scripts and server code. TMW Classic is a project comprising the Legacy tmwAthena server & the designated improved engine server based on evolHercules.


Forum rules

This forum houses many years of development, tracing back to some of the earliest posts that exist on the board.

Its current use is for the continued development of the server and game it has always served: TMW Classic.

Post Reply
User avatar
Chicka-Maria
TMW Adviser
TMW Adviser
Posts: 1562
Joined: 19 Feb 2010, 02:10
Location: Internet

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,
Attachments
bug.PNG
bug.PNG (183.35 KiB) Viewed 3817 times
Yubaba
TMWC Member of The Mana World
Leader of The Mana Empire (TME)
[19:41] Ladysugar: he told me to push a setzer up his rear
www.deviantart.com/comfycheeks - Old Deviant Art
William James wrote:Act as If what you do make's a difference, because It does.
User avatar
tux9th
TMW Adviser
TMW Adviser
Posts: 428
Joined: 09 Mar 2012, 20:21
Location: -67.067433,54.433587

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
User avatar
Jenalya
TMW Adviser
TMW Adviser
Posts: 717
Joined: 22 Sep 2010, 19:28

Re: Error Hunt

Post by Jenalya »

Fixed the desert path: https://github.com/themanaworld/tmwa-cl ... 573c1ad9bb
Thanks for reporting. :)
BoomerTheKran
Peon
Peon
Posts: 47
Joined: 11 Dec 2010, 21:07
Location: Kentucky, USA

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
User avatar
Chicka-Maria
TMW Adviser
TMW Adviser
Posts: 1562
Joined: 19 Feb 2010, 02:10
Location: Internet

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 :)
Attachments
052-1 75 32 error-1.jpg
052-1 75 32 error-1.jpg (120.56 KiB) Viewed 3726 times
020-1 60 122 error-1.jpg
020-1 60 122 error-1.jpg (90.03 KiB) Viewed 3726 times
019-1 82 88 error-1.jpg
019-1 82 88 error-1.jpg (117.63 KiB) Viewed 3726 times
Yubaba
TMWC Member of The Mana World
Leader of The Mana Empire (TME)
[19:41] Ladysugar: he told me to push a setzer up his rear
www.deviantart.com/comfycheeks - Old Deviant Art
William James wrote:Act as If what you do make's a difference, because It does.
User avatar
Crush
TMW Adviser
TMW Adviser
Posts: 8046
Joined: 25 Aug 2005, 16:08
Location: Germany

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.
  • former Manasource Programmer
  • former TMW Pixel artist
  • NOT a game master

Please do not send me any inquiries regarding player accounts on TMW.


You might have heard a certain rumor about me. This rumor is completely false. You might also have heard the other rumor about me. This rumor is 100% accurate.
User avatar
Jenalya
TMW Adviser
TMW Adviser
Posts: 717
Joined: 22 Sep 2010, 19:28

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
User avatar
Reid
Lead Developer (SoM)
Lead Developer (SoM)
Posts: 1551
Joined: 15 May 2010, 21:39
Location: Artis
Contact:

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 3657 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

"Time is an illusion. Lunchtime doubly so."
-- Ford Prefect
User avatar
Jenalya
TMW Adviser
TMW Adviser
Posts: 717
Joined: 22 Sep 2010, 19:28

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! :)
tsukinokage
Peon
Peon
Posts: 32
Joined: 19 Sep 2012, 03:12

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!
User avatar
Jenalya
TMW Adviser
TMW Adviser
Posts: 717
Joined: 22 Sep 2010, 19:28

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.
User avatar
Chicka-Maria
TMW Adviser
TMW Adviser
Posts: 1562
Joined: 19 Feb 2010, 02:10
Location: Internet

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
TMWC Member of The Mana World
Leader of The Mana Empire (TME)
[19:41] Ladysugar: he told me to push a setzer up his rear
www.deviantart.com/comfycheeks - Old Deviant Art
William James wrote:Act as If what you do make's a difference, because It does.
Post Reply