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Mr. Chris
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I am using the code below for MAPINFO for a new map in development but the automap remains the same, what needs to be altered?

code:
map MAP14 "Occam's Cinema" next MAP15 sky1 SKY2 0 par 600 music D_DDTBL2

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Old Post 11-22-11 05:53 #
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Kappes Buur
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You really should use the new MAPINFO format as the old format is deprecated.
code:
map MAP14 "Occam's Cinema" { levelnum = 14 // levelnum = <levelnum> next = "map15" // next = "<maplump>" sky1 = "name", 0.0 // sky1 = "<texture>", [scrollspeed] sky2 = "name", 0.0 // sky2 = "<texture>", [scrollspeed] doublesky par = 600 // par = <partime> music = "D_DDTBL2" // music = "<musiclump>" }

http://zdoom.org/wiki/MAPINFO/Map_definition


Mr. Chris said:... but the automap remains the same, ...

Do you mean that the automap for map15 is the same as for map14 ?

Old Post 11-22-11 18:08 #
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Gez
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Mr. Chris said:
I am using the code below for MAPINFO for a new map in development but the automap remains the same, what needs to be altered?

code:
map MAP14 "Occam's Cinema" next MAP15 sky1 SKY2 0 par 600 music D_DDTBL2


First, what port and what version?

For the rest of the post I'm going to assume ZDoom. I've copy-pasted that in a "mapinfo.txt" file, loaded it, and map14 had for automap name Occam's Cinema.

So the problem isn't in the MAPINFO lump; or at least not in this code.

Do you:
-have a dehacked lump which changes level name strings?
-have a zmapinfo lump?
-mix old and new syntax in the same mapinfo lump?
-have any warning message in the console?

Old Post 11-22-11 18:14 #
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Mr. Chris
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Gez said:

First, what port and what version?

For the rest of the post I'm going to assume ZDoom. I've copy-pasted that in a "mapinfo.txt" file, loaded it, and map14 had for automap name Occam's Cinema.

So the problem isn't in the MAPINFO lump; or at least not in this code.

Do you:
-have a dehacked lump which changes level name strings?
-have a zmapinfo lump?
-mix old and new syntax in the same mapinfo lump?
-have any warning message in the console?



I am using the latest Skulltag development version for my main ZDoom derivative port, there is no DEHACKED lump, no ZMAPINFO, don't know if I'm mixing new and old and no yellow or red errors while loading the map for testing.

ZDoom 2.5.0 doesn't change over the mapname in console either for some reason.

Here is the file for inspection to see what am I doing wrong with the lump.

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Last edited by Mr. Chris on 11-22-11 at 18:39

Old Post 11-22-11 18:30 #
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Gez
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I don't see any form of MAPINFO lump at all in the map.

Also, those VINTAGEx BMP images? Convert them to PNG or something.

All I can say is works for me.

Old Post 11-22-11 19:01 #
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Mr. Chris
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That was just weird, and the images were BMP for limit removing compatibility ports.

Old Post 11-22-11 20:21 #
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Gez
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Mr. Chris said:
That was just weird, and the images were BMP for limit removing compatibility ports.


I don't know of any port that displays BMP. Some do display PNG, though -- including Skulltag, ZDoom, GZDoom, Vavoom, Doomsday, GLBoom+, and in the future Eternity.

I can guarantee you that neither ZDoom nor Skulltag will display BMP. The format is deliberately unsupported.

Finally, "limit-removing" refers to mapping limits, not to anything to do with supported image formats.

Old Post 11-22-11 20:34 #
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Mr. Chris
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Do paletted PNG files work normally for ZDoom's software mode?

Old Post 11-25-11 21:39 #
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Gez
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Yeah, they do.

For any color in an image format with its own colors, it'll try the closest match. If the colors are inside the game palette, the closest match will be an exact match and everyone is happy.

The only issue with PNGs in the Doom (or whatever other game is modded) palette is that translations are not reliable. If you want to apply palette translations, you have to use the Doom picture format or flat format.

Old Post 11-25-11 22:03 #
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