When I tried to merge Map Headers into a MAINCFG, it just plainly wiped the map headers without making a MAINCFG...
JJames19119 said:When I tried to merge Map Headers into a MAINCFG, it just plainly wiped the map headers without making a MAINCFG...
Oo, that's nasty. I'll release another build once I've fixed it, since this is a horrible thing to leave lying in wait for the unsuspecting. I suppose I should take this opportunity to repeat the "alpha; keep backups" message. I apologise to anyone who lost data; I point you towards the automatic backups that are created by default, if you haven't checked those out already.JJames19119 said:When I tried to merge Map Headers into a MAINCFG, it just plainly wiped the map headers without making a MAINCFG...
Yes, you need to delete MAPnnD, if you've got a corresponding LEVEL n section in MAINCFG. Currently, you can't use DB to do this. Instead, you'll need to use a lump editor like Lumpmod, XWE et al. This is an oversight in the design, and indeed I'm beginning to have second thoughts about changing the header editing method in the first place. I suspect I'll reintrouce the option to edit the old header lumps, albeit with a slightly shorter menu.Flame_the_hedgehog said:when i tried editing the MAINCFG from the past changed to the doom builder (it was where you can make the Map##D thing) but when i edited the MainCFG there was still a problem with it, when i added the file, it came up as (for example) map06 and map06D, and when i tried to play the stage, nothing was changed, i think its from the map06D thing (that i dont know how to get rid of in doom builder now)
O_O That's even worse... I'm terribly sorry about that, if indeed DB did do it, which it may well have done.JJames19119 said:I also just recently found out it wiped ALL the lumps off my map
Oogaland said:Yes, you need to delete MAPnnD, if you've got a corresponding LEVEL n section in MAINCFG. Currently, you can't use DB to do this. Instead, you'll need to use a lump editor like Lumpmod, XWE et al. This is an oversight in the design, and indeed I'm beginning to have second thoughts about changing the header editing method in the first place. I suspect I'll reintrouce the option to edit the old header lumps, albeit with a slightly shorter menu.Flame_the_hedgehog said:when i tried editing the MAINCFG from the past changed to the doom builder (it was where you can make the Map##D thing) but when i edited the MainCFG there was still a problem with it, when i added the file, it came up as (for example) map06 and map06D, and when i tried to play the stage, nothing was changed, i think its from the map06D thing (that i dont know how to get rid of in doom builder now)
I'll add an option to allow you to edit MAPnnD directly, and also delete it if desired.Flame_the_hedgehog said:can you add an option that'll let you be able to remove the MAPnnD thing in doom builder?
Oogaland said:JJames19119: After merging the headers into MAINCFG, did you try to edit MAINCFG using the script editor?
Oogaland said:the more I think about the SCR problem, the less I think it was connected. Could you please try to reproduce the problem (on a copy of your WAD, of course...) to see if that was indeed the cause? Thanks.
Thanks. The bug there is actually in the script editor: MAINCFG is being created, but the script editor doesn't find it. Then, because of the way the editor works, it deletes the lump afterwards. I've fixed this one.JJames19119 said:Yes I did, it told me there was no MAINCFG lump, which prompted me to open the map in XWE after saving it and I found out all lumps but the map lumps were totally gone.
Again, thanks. This is a separate bug to the one mentioned above. IIRC, I identified header lumps by name, but it is probably the header-stripping code that's responsible. I'll take a look.JJames19119 said:EDIT: Well, I came on an interesting discovery. Yes, DB does indeed wipe out map headers without making a MAINCFG, and it also deletes any lump of type 0 that has text in it. I'm guessing it's because it thinks that those lumps are map headers too, which explains why it deleted the SCR lumps in my other map. Markers, textures and the rest are untouched.
Oogaland said:The MAPnnD editing/deleting feature isn't in this build, I'm afraid, Flame. That'll be implemented next time I release a build in the normal cycle of things, which may be some time away. For now, you can use a lump editor to do that.
Sonict said:Hi, Oogaland.
I did some testing with SRB2builder and I found some more bugs.
1) When I exported my maps into an empty wad, I had a map header in the map that I exported and guess where it went.... They got erased and I assume any other lumps that could have been with that map (like music, sound, graphics).
2) When I go to "Map Options" and rename the map from "map01" to "map02", it doesn't rename the map header lump for that map.
Thats all for now.
Sonict
Subscript out of bounds? Or something else? The former is the more likely.Prime 2.0 said:I got an error while searching for identical sector sets.
JJames19119 said:Suggestion: An auto-error-fix for the ever famous "Crossed Linedefs" (It's annoying me ever since I found the rotating bug...I can't tell if a linedef is crossed or not!)
Prime 2.0 said:JJames19119 said:Suggestion: An auto-error-fix for the ever famous "Crossed Linedefs" (It's annoying me ever since I found the rotating bug...I can't tell if a linedef is crossed or not!)
The "find map error" feature is really nice for finding them. And if you have so much trouble with them, why not have me fix them?