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Tile spawning error #73490

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IdleSol opened this issue May 4, 2024 · 5 comments
Open

Tile spawning error #73490

IdleSol opened this issue May 4, 2024 · 5 comments
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Good First Issue This is a good first issue for a new contributor Map / Mapgen Overmap, Mapgen, Map extras, Map display (S2 - Confirmed) Bug that's been confirmed to exist

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@IdleSol
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IdleSol commented May 4, 2024

Describe the bug

Mostly incorrect tile placement. Some points may be debatable.

  1. house_detatched5_north. Should be linoleum, just like the rest of the tiles.
    pict 1 house_detatched5_north

  2. bungalow23_west. Reverse situation. Linoleum is located here, but there should be a regular floor: floor.
    pict 2 bungalow23_west

  3. house_34_west. Under the flowerpot, there should be a floor. With the pantry, it's a moot point. There is linoleum located there. I think it should be the same floor as the rest of the house.
    pict 3 house_34_west

  4. house_38_west. Under the flowerpot, there should be a floor.
    pict 4 house_38_west

  5. gambling_hall_south. We need linoleum.
    pict 5 gambling_hall_south

  6. urban_10_1_south. A piece of pavement in the house and pantry.
    pict 6 urban_10_1_south

Attach save file

1.test-trimmed.tar.gz
2.test-trimmed.tar.gz
3.test-trimmed.tar.gz
4.test-trimmed.tar.gz
5.test-trimmed.tar.gz
6.test-trimmed.tar.gz

Steps to reproduce

n/a

Expected behavior

n/a

Screenshots

No response

Versions and configuration

  • OS: Windows
    • OS Version: 10.0.19043 (21H1)
  • Game Version: cdda-experimental-2024-05-03-1808 0a74bb4 [64-bit]
  • Graphics Version: Tiles
  • Game Language: English [en]
  • Mods loaded: [
    Dark Days Ahead [dda],
    Disable NPC Needs [no_npc_food],
    Portal Storms Ignore NPCs [personal_portal_storms],
    Slowdown Fungal Growth [no_fungal_growth]
    ]

Additional context

No response

@IdleSol IdleSol added the (S1 - Need confirmation) Report waiting on confirmation of reproducibility label May 4, 2024
@RenechCDDA RenechCDDA added the Map / Mapgen Overmap, Mapgen, Map extras, Map display label May 4, 2024
@IdleSol
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IdleSol commented May 4, 2024

  1. hous_wooded_north. Linoleum must be placed under the bathtub.
    pict 7 hous_wooded_north

  2. s_restaurant_coffee_east. Linoleum is missing again.
    pict 8 s_restaurant_coffee_east

  3. house_porch_basement_south. And here we forgot about the carpet.
    pict 9 house_porch_basement_south

  4. house_37_east. Apparently flower pots don't like regular floors.
    pict 10 house_37_east

  5. basement. Just a basement? No numbers or specifics. There's concrete under the boxes instead of a floor.
    pict 11 basement

UPD. I forgot to attach the files

7.test-trimmed.tar.gz
8.test-trimmed.tar.gz
9.test-trimmed.tar.gz
10.test-trimmed.tar.gz
11.test-trimmed.tar.gz

@IdleSol
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IdleSol commented May 4, 2024

I have two questions:

  1. Is there an easy way to get all the buildings on one map, without repeats? Something like creating a test world.

  2. Those who are engaged in creating new maps. Are you comfortable working with such a system? I mean, how in one section you have to specify: terrain, furniture, items and the rest? Wouldn't it be easier to divide them into at least two sections? One for the building itself, where only structures would be included, and the other for the rest? Perhaps with monster spawning separated into a third section?

@PatrikLundell
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PatrikLundell commented May 4, 2024

  1. There is debug support where you can specify what an overmap should contain, so you could presumably specify them one beside the other from the list the overmap editing tool provides you with. It's obviously tedious if you want to get the lot, but doable. Beyond that I'd assume it would be possible to add code that does that, although the problem is for the code to "know" what to place and what to skip (just going through all of them probably creates a rather odd mix of housing and terrain). You also have the issue of things that are larger than a single tile.
  2. I'm not making new maps, but separating things into layers brings another issue with it: namely alignment. As soon as you decide to shift a part of the structure you'll have to go to the other layers and shift them accordingly.

In bungalow23 I think the creator thought specifying t_null as map terrain would override the bathroom terrain, but instead it does nothing, i.e. leaves the terrain as it was before and allows you to add other parameters (such as furniture or items). You can't reuse palettes containing furniture and erase the terrain. Instead, you have to use a palette that doesn't specify any terrain (or replace the reused characters with free glyphs, i.g. replace 'Q' for the rack with something unused and add it to the furniture section, and '~' would similarly have to be replaced as it's a bathroom one).

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github-actions bot commented Jun 3, 2024

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@github-actions github-actions bot added the stale Closed for lack of activity, but still valid. label Jun 3, 2024
@casswedson
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/confirmed /good-first-issue

the hardest part is finding the mapgen ids with errors so this is pretty straightforward

@github-actions github-actions bot added (S2 - Confirmed) Bug that's been confirmed to exist Good First Issue This is a good first issue for a new contributor and removed (S1 - Need confirmation) Report waiting on confirmation of reproducibility stale Closed for lack of activity, but still valid. labels Jun 6, 2024
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