Error Hunt
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- Chicka-Maria
- TMW Adviser
- Posts: 1562
- Joined: 19 Feb 2010, 02:10
- Location: Internet
Error Hunt
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,
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 (183.35 KiB) Viewed 3902 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
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.
Re: Error Hunt
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.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 other thing is quite obvious, I wonder what I screwed up there
Re: Error Hunt
Fixed the desert path: https://github.com/themanaworld/tmwa-cl ... 573c1ad9bb
Thanks for reporting.
Thanks for reporting.
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- Peon
- Posts: 47
- Joined: 11 Dec 2010, 21:07
- Location: Kentucky, USA
Re: Error Hunt
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
020-1 60 121
020-1 61 122
019-1 82 88
052-1 75 32
warp to those spots, see the empty holes
- Chicka-Maria
- TMW Adviser
- Posts: 1562
- Joined: 19 Feb 2010, 02:10
- Location: Internet
Re: Error Hunt
Here are the errors boomer pointed out in visual, it seems they are just missing collision tiles no biggie
- Attachments
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- 052-1 75 32 error-1.jpg (120.56 KiB) Viewed 3811 times
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- 020-1 60 122 error-1.jpg (90.03 KiB) Viewed 3811 times
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- 019-1 82 88 error-1.jpg (117.63 KiB) Viewed 3811 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
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.
Re: Error Hunt
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.
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.
Re: Error Hunt
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
Re: Error Hunt
Wrong collisions on 056-1 map: (38,39) to (40,39)
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
-- Ford Prefect
Re: Error Hunt
I just reviewed, tested and pushed. Thanks!Reid wrote:Wrong collisions on 056-1 map: (38,39) to (40,39)
Here's a patch fix:
-
- Peon
- Posts: 32
- Joined: 19 Sep 2012, 03:12
Re: Error Hunt
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!
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!
Re: Error Hunt
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.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.
There's currently nobody working on this, so if someone is interested, help would be welcome.
- Chicka-Maria
- TMW Adviser
- Posts: 1562
- Joined: 19 Feb 2010, 02:10
- Location: Internet
Re: Error Hunt
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.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.
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
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.