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Re: DDNet client 10 editor bug

Posted: Sat May 28, 2016 2:22 pm
by Ñı©Ø
hi_leute_gll wrote:The "cleaner" is on ID 0 (most top-left), that's why it is always free. This bug here occurs with ID 1&2, and from what I've seen even with other IDs (saw random bonus-tiles in an unpublished map).
Oh so it occurs in the spaces where hookable and unhookable should be in game layer...

In game layer you have:
cleaner hook unhook
In front layer you have:
cleaner empty empty

Maybe he detects the empty as hook and unhook because the system takes the game layer resource instead of the front one (that is like the game one but without the hook, unhook and no entities)...

Can I suggest to try with the no-entities tile place in front layer to see if this teory is true?

Re: DDNet client 10 editor bug

Posted: Sat May 28, 2016 3:39 pm
by timakro
The reason why this is happening is that there is only one entities clear tileset for all layers. In 10.0 a new button called 'Unused' was added in the editor, disable it to prevent yourself from placing unused indexes (like index 1 in the front layer).

Re: DDNet client 10 editor bug

Posted: Sat May 28, 2016 4:17 pm
by Soreu
I still don't get though how that update made random blocks appear in maps when they were not there in previous one...

Re: DDNet client 10 editor bug

Posted: Sat May 28, 2016 5:04 pm
by Chairn
They were there, we just could'nt see them.

Re: DDNet client 10 editor bug

Posted: Sat May 28, 2016 5:54 pm
by Ryozuki
They selected a invisible/useless tile from game layer i suppose (and now this tile is used..)

Re: DDNet client 10 editor bug

Posted: Sat May 28, 2016 8:31 pm
by BannZay
It is since DDNet client using 1 picture for all entites layers. Now you can see any existing tile in any entitie layer (for example teles in front layer) (ingame only, and its ids in editor).
P.s: this picture located at DDNET-XX.XX.XX/data/editor/entities_clear/ddnet.png

Re: DDNet client 10 editor bug

Posted: Sat May 28, 2016 9:25 pm
by Soreu
Was also using one layer in previous versions, it was just named/placed in editor/entities_clear.png and that's the thing...

I guess that we see these "random" entities is somehow caused by the code of unused button-switch

Re: DDNet client 10 editor bug

Posted: Sun May 29, 2016 10:40 am
by BannZay
Soreu wrote:Was also using one layer in previous versions
Oh probly I`m wrong then. Idk old DDNet updates. My thought just based on fact that
BannZay wrote:you can see any existing tile in any entitie layer
wasnt possible before

Re: DDNet client 10 editor bug

Posted: Sun May 29, 2016 1:53 pm
by timakro
For those who want to know why indexes that are unused in the layer they are placed in but used in another layer weren't visible in older versions:
In older versions unused tiles were removed from the game and front layer when the client (and server) loaded the map. I removed this when adding clear entities support for other gametypes because this would remove for example some openfng gametiles which are unused in ddrace. I'm aware that someone could just remove unused ddrace tiles on ddrace servers, but its bad practice to have unused tiles in your map anyways. So why not removing some code instead of adding more (hacky) code and additionally making players aware of unused tiles in their maps. Thanks to deen, who removed unused tiles from all old maps those tiles shouldn't appear on maps released before 10.0. As always I recommend using the 'Unused' button when mapping for ddnet to prevent placing those tiles by accident in your map.