Regression in Table Autotiles (RMVX) #126

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opened 2015-07-18 12:18:30 +00:00 by sorlok · 11 comments
sorlok commented 2015-07-18 12:18:30 +00:00 (Migrated from github.com)

Issue 107 fixed a problem with table autotiles appearing below grass tiles. Now, however, table legs appear above some tiles they shouldn't.

Original issue:
http://i.imgur.com/Monioxs.png

After Issue 107 fix:
http://i.imgur.com/vYmYUoM.png

How it should actually look (RMVX):
http://i.imgur.com/fSEc343.png

The actual tiles used here are circled below:
http://i.imgur.com/7Tqr3ti.png

And here's a sample project:
https://drive.google.com/file/d/0B1P7NepPcOslVFJHYzNzMHpTUmM/view?usp=sharing

Issue 107 fixed a problem with table autotiles appearing below grass tiles. Now, however, table legs appear _above_ some tiles they shouldn't. Original issue: http://i.imgur.com/Monioxs.png After Issue 107 fix: http://i.imgur.com/vYmYUoM.png How it should actually look (RMVX): http://i.imgur.com/fSEc343.png The actual tiles used here are circled below: http://i.imgur.com/7Tqr3ti.png And here's a sample project: https://drive.google.com/file/d/0B1P7NepPcOslVFJHYzNzMHpTUmM/view?usp=sharing
Ancurio commented 2015-07-18 15:09:31 +00:00 (Migrated from github.com)

That's terrifying.

That's terrifying.
Ancurio commented 2015-07-18 20:49:21 +00:00 (Migrated from github.com)

The tiles that are implicitly placed above the table legs even though they're on the same layer are of A4 (Walls) type. Of course that interaction is not documented in the reference.. would you mind testing if there are any other tile types that occlude table legs when placed below? I have already written a fix for the corner case you outlined, but it would be nice to fix them all at once.

The tiles that are implicitly placed above the table legs even though they're on the same layer are of A4 (Walls) type. Of course that interaction is not documented in the reference.. would you mind testing if there are any other tile types that occlude table legs when placed below? I have already written a fix for the corner case you outlined, but it would be nice to fix them all at once.
sorlok commented 2015-07-18 22:43:35 +00:00 (Migrated from github.com)

Sure, I'll try all the default tiles and get back to you.

Sure, I'll try all the default tiles and get back to you.
sorlok commented 2015-07-18 23:58:39 +00:00 (Migrated from github.com)

Here's all of Tile Set A, in the same order as in the palette.

tiles_all

Here's all of Tile Set A, in the same order as in the palette. ![tiles_all](https://cloud.githubusercontent.com/assets/513512/8763996/344e4de4-2d6e-11e5-89dd-f0689eb83b48.png)
Ancurio commented 2015-07-19 11:48:17 +00:00 (Migrated from github.com)

Thanks. Can you send me the map.rvdata for this?

Thanks. Can you send me the map.rvdata for this?
sorlok commented 2015-07-19 14:37:57 +00:00 (Migrated from github.com)
Sure! Here you go: https://drive.google.com/file/d/0B1P7NepPcOslOHVOMjFpWnp5VmM
sorlok commented 2015-07-22 22:44:01 +00:00 (Migrated from github.com)

There's another problem with table legs that is probably easier to fix at the same time:

RPG Maker VX:
http://i.imgur.com/IyiGZe4.png

MKXP:
http://i.imgur.com/7sDRdL8.png

Note that the table legs on the very first row are not shown at all, because the tile they are connected to is not in the Viewport.

There's another problem with table legs that is probably easier to fix at the same time: RPG Maker VX: http://i.imgur.com/IyiGZe4.png MKXP: http://i.imgur.com/7sDRdL8.png Note that the table legs on the very first row are not shown at all, because the tile they are connected to is not in the Viewport.
Ancurio commented 2015-07-22 22:49:12 +00:00 (Migrated from github.com)

It's been fixed already: 4d97a17c44

It's been fixed already: 4d97a17c44391a1eec40237f923866705471757d
sorlok commented 2015-07-22 22:58:53 +00:00 (Migrated from github.com)

Ah, fantastic! I'll merge it and check it the next time I reboot to Linux.

Thanks!

Ah, fantastic! I'll merge it and check it the next time I reboot to Linux. Thanks!
sorlok commented 2015-07-31 00:39:27 +00:00 (Migrated from github.com)

@Ancurio Just checked, and 4d97a17 indeed fixes the second problem. Any update on the first problem?

@Ancurio Just checked, and 4d97a17 indeed fixes the second problem. Any update on the first problem?
sorlok commented 2015-08-13 00:11:39 +00:00 (Migrated from github.com)

I was able to dig into this a bit more, and I have a provisional fix:
29b7588ec99c98

There are a few things that could be improved upon in this solution:

  1. I think that the inner check (line 640) is actually not needed; we just need to process "special" tiles in reverse order.
  2. I'm certainly missing something in the isSpecial() function, since I am not so familiar with RPG Maker tileset numbering.

Regardless, this hack fixes my table leg problems.

I was able to dig into this a bit more, and I have a provisional fix: 29b7588ec99c98 There are a few things that could be improved upon in this solution: 1) I _think_ that the inner check (line 640) is actually not needed; we just need to process "special" tiles in reverse order. 2) I'm certainly missing something in the isSpecial() function, since I am not so familiar with RPG Maker tileset numbering. Regardless, this hack fixes my table leg problems.
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Reference: MapleShrine/mkxp#126
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