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Posted

ez... first time, without any error (automatic tile recovery did the job)

 

 

Float tileset loaded

_castle.lvl @ OpenMap, Opening Map... C:\Do!@#$%^&*ents and Settings\Sam.SAMAPICO\Bureau\_castle.lvl

_castle.lvl @ OpenMap, Tileset found

_castle.lvl @ OpenMap, Bitmap info header:

--- Color Depth: 8

--- Size: 304x144

--- BiSizeImage: 0

--- Compression: 0

_castle.lvl @ OpenMap, Bitmap info header:

--- bfType: 19778

--- bfSize: 44856

--- bfReserved1: 0 (0)

_castle.lvl @ Openmap, BMPData is read from lvl file

_castle.lvl @ OpenMap, no eLVL data found

_castle.lvl @ Openmap, usingDefaultTileset False

_castle.lvl @ OpenMap, WARNING: Seek(f)=44855 bfSize+1=44857

_castle.lvl @ TileDataRecovery, attempting tile data recovery at 44855

_castle.lvl @ TileDataRecovery, with offset 0, 194 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 1, 5 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 2, 0 tiles found, 0 errors occured.

_castle.lvl @ TileDataRecovery, best offset found: 2 with 0 errors.

_castle.lvl @ SearchWallTiles, Searching for: C:\Do!@#$%^&*ents and Settings\Sam.SAMAPICO\Bureau\_castle.lvl (walltilepath: C:\Do!@#$%^&*ents and Settings\Sam.SAMAPICO\Bureau\_castle.wtl)

_castle.lvl @ InitTileset, tilesetpath= C:\Do!@#$%^&*ents and Settings\Sam.SAMAPICO\Bureau\_castle.lvl usingDefaultTileset False

_castle.lvl @ OpenMap, tile data starting at 44857

_castle.lvl @ OpenMap, 24018 tiles loaded. Now at 140933

 

 

Try the lvzbeta version available, that problem was fixed a while ago...

... just noticed: 0 tiles found... hmm... something's wrong there blum.gif but it did load correctly

Posted

Well yeah. That's my point - can you get it to actually keep the tiles in the map? smile.gif I know that _castle.lvl is indeed a map with tiles printed on the grid. I have been able to open maps as far as Sniper even (I think), but _castle.lvl is the only one that I have had some speculation on. It's tileset is there, but there is something different about this *.lvl (perhaps the format?) that crashs SSME and keeps DCME from knowing its tile placements.

 

EDIT :: Whoops. Image didn't load fast enough and I had not tried it in the LVZ-Beta version of DCME. Wow. First time I have seen this map. smile.gif

Posted

yeah the '0 tiles found' is just a mistake.. it actually loaded all the tiles :D

edit: lol... the debug was printing 'tilenr' , which was the tilenr of the last seen tile (0 in this case) instead of 'nrtiles' which is the nr of tiles found...

 

...omg i just realised why it would crash most programs... notice the tileset....... it has one less row (the extra-tiles graphics being re-loaded a bit higher than it should)

in fact, it is 304x144 instead of 304x160

... It surprises me that DCME could even open that thing...

oh right it checks for bmp size when importing, but not when it's already in the lvl file... wha... won't touch that I guess ... where is that map from anyway?

 

 

also, if you save it, then re-open it, you'll get a warning, but then again, tile recovery will work... the weird tileset screws everything up blum.gif

 

 

check this log when reopening it...

 

_castle.lvl @ TileDataRecovery, with offset 0, 40 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 1, 664 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 2, 24018 tiles found, 4 errors occured.

_castle.lvl @ TileDataRecovery, with offset 3, 2651 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 4, 40 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 5, 664 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 6, 24018 tiles found, 3 errors occured.

_castle.lvl @ TileDataRecovery, with offset 7, 2651 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 8, 40 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 9, 664 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 10, 24018 tiles found, 3 errors occured.

_castle.lvl @ TileDataRecovery, with offset 11, 2651 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 12, 40 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 13, 664 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 14, 24018 tiles found, 3 errors occured.

_castle.lvl @ TileDataRecovery, with offset 15, 2650 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 16, 40 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 17, 664 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 18, 24018 tiles found, 2 errors occured.

_castle.lvl @ TileDataRecovery, with offset 19, 2650 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 20, 40 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 21, 664 tiles found, 10001 errors occured.

_castle.lvl @ TileDataRecovery, with offset 22, 24018 tiles found, 2 errors occured.

_castle.lvl @ TileDataRecovery, with offset 23, 2649 tiles found, 10001 errors occured.

 

it stops trying after offset 23... but would have probably found it right if it kept going...

Just tested, it needs to try an offset of 30 bytes to get it right without errors...

_castle.lvl @ TileDataRecovery, with offset 30, 24018 tiles found, 0 errors occured.

 

so if these kind of maps are relatively common, I might just have the tileset resized if it's wrong...

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