Holes on hud map ?

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epsy
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Holes on hud map ?

Post by epsy »

All is in the title :)

Holes on hud map ?
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Jonathan
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Post by Jonathan »

I believe I fixed that a long time ago, but I don't recall what exactly happened with it.
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kyle
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Post by kyle »

these holes came from latest or close to latest truk. Also many other maps have them. i also had a few that Death zones would not draw on the map.
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snapshot3.png
Last edited by kyle on Thu Apr 12, 2007 1:31 am, edited 1 time in total.
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Jonathan
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Post by Jonathan »

Ah, then I was thinking about another problem.
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DDMJ
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Post by DDMJ »

kyle wrote:these holes came from latest or close to latest truck.
trunk?
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kyle
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Post by kyle »

ya typo trunk not trunck
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Post by epsy »

i mean holes *in your trail*

like these:
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a hole
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wrtlprnft
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Post by wrtlprnft »

Well, it's really two different problems:
  • Holes in tails are stored in some weird way I don't understand, and the current HUD map code doesn't handle them at all and just draws the wall. Jonathan, if you had a fix for that, could you dig it up? It probably was never applied to the trunk, at least I'm sure I didn't remove it.
  • The map background sometimes has weird holes and other effects because the code that determines where to draw the background is buggy… I'll have another go at fixing it.
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Z-Man
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Post by Z-Man »

It's just an array of coordinates and flags giving the properties of the wall segment after that coordinate. I can't remember whether the coordinates are relative to the wall (thus being in the range of 0 to 1), whether they're construction times or distances measured from the cycle's starting point. Should be possible to tell that from the name, and I bet there are at least two of them, construction time and one of the others. Anyway, add to the problems that I'm not really that much interested in the HUD map, but that I'd like to see the HUD map code refactored to leave the representation to the game objects/walls themselves and the interface so general that the same object specific code can also be used for server side debug plots and stuff and that I don't have the time to start working on that.
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Jonathan
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Post by Jonathan »

Oh, it is what I expected at first. I think the fix I posted in October 2005 is it.

z-man: yes, it's a bit of a mess.
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wrtlprnft
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Post by wrtlprnft »

Ah, I see. All that was really missing is a simple if. Apparently it got lost somewhere, as the code it depends was still there, unused and wasting CPU cycles.

About refactoring: Sorry, not me. That code is too weird for me, I hardly understand what the minimap does.

EDIT: Looks like that if never made it into the trunk for some reason… The initial commit introducing the hud map is missing it, and it's never been added.
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Jonathan
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Post by Jonathan »

It was a mistake, hence "don't laugh". :oops: BTW, the map can't be much weirder than the parts of the game it's based on. Perhaps a bit compacted. Would it help if I'd spread the code and add some comments? I still understand it (is that a good thing?).
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Post by wrtlprnft »

I do understand the map code for the most part (voodoo and I spent some time hacking on it). I was trying to figure out the hole code myself and looked through the code that renders the 3D view, and I didn't understand that.
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