Quote from: KinslayeR on September 27, 2015, 10:17 AM
this is how hb is connected with tus, by big border and f@#!ed up my mind or smt
I looked into this, and the run-down is "the map is broken, W:A doesn't care".
Long explanation:
This particular map was saved in BITMonkey, as you can see by looking at the map in a hex editor. BIT Monkey likes to advertise itself so much that it uses the first 12 bytes to show everyone what program the map was made in. Problem: the last 4 of those 12 bytes are actually used to indicate whether the map is a cavern (has a roof at the top) or not. Since those bytes are not zero, W:A will think this is a cavern level.
Now, you will not notice the effect of this if you simply load the map in the W:A map editor. This is because W:A will do some heuristics to determine if the map should have a roof or not (the map setting to change toggle the roof was added relatively recently). However, this doesn't happen if the map is received over the network.
I've now added some code to HB to detect BitMonkey maps and pretend they're not cavern. Reimplementing W:A's heuristics in HB is impossible, because that would involve decoding the .BIT map (not possible because this requires using a proprietary 32-bit Windows DLL, while HB is a 64-bit Linux program).
BTW, you can now also use the tools texture on HB.