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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Someone created a TrenchBroom importer for Godot: https://github.com/ShiftyAxel/Qodot 
@misc_poster 
Cool find, I was recently wondering if there's any sort of support for Quake content in Godot. Too bad that most implementations that aren't derived from Quake support the simplest subset of data formats (either .map or .bsp) and are not concerned with gameplay portion of Quake at all (progs, client-server, etc.). But I guess people work on what they find the most interesting, typically rendering. ;) 
 
Hey

You guys have any idea where I can get a hold of a Wrath ent def file? It's kinda tedious to write your own, trying to figure out all that stuff =) 
AD Item Offset/rotation 
How do I disable it? I'm using jackhammer 1.1.1064 (latest freebie version available) and AD 1.70 P1 with included fgd.

There are a couple of parameters in worldspawn properties that regulate offset and rotation but they have no effect. I tried both Ericw and TyrUtils qbsps, with the same result - items are still rotated/offseted randomly, and will not spawn at all if they dont have more than 64x64 space around them.

There is "Floating" flag that solves the not spawning issue, but it makes items clip through world geometry because they are still offset randomly, but this time with no regard for surroundings. 
 
Yeah the worldspawn keys don't apply anymore in latest AD I think.

You can set an explicit nonzero angle on the item to stop the random rotation. If you really want explicit angle zero, then use 360 instead. 
Works For Me, Thanks! 
But what about position offset? 
 
I think that particular worldspawn key DOES still work. I.e. try setting no_item_offset to 1 for worldspawn. 
 
Yea, apparently "enabled" is actually "disabled". Worked, thanks! 
No Spawn Function For: Func_detail_illusionary 
Console spits this error for every func_detail_illusionary in the map. Am I doing something wrong or this entity just broken? No errors during compilation, playing with quakespasm. 
#20364 
You need to use ericw's compilers.

That ent is just used by his compilers. It will be stripped out of the bsp.

In general, ericw's compilers are the only compilers anyone should even be thinking about using, at this stage.

https://ericwa.github.io/ericw-tools/ 
 
no q2 though :( 
Argh! Hunk_Alloc 
Help!

One year of work and now I got this message after compiling: "Hunk_Alloc: failed on 67108896 bytes".
if I read the crashreport right, "ERROR: SymGetLineFromAddr64" it means stack overflow.

Does someone know what this means and how to repair it? 
Gotta Alloc More Hunks, Bro 
Try your local gym.

Errrr, could mean needing to allocate more RAM, IIRC? try -heapsize 256000 or similar in your Quake exe shortcut. 
@Shambler 
used heapsize. Same failure.
Is there any other way? 
What Is Your Current Heapsize? Try Doubling It 
 
Heapsize 
Where can I find the heapsize setting? 
Not Sure But 
GunSgt

I think you type com_hunkmegs into the console to see what your current settings are. 
Thanks @Shambler, Metlslime, Dumptruck_ds 
Finaly it works with -heapsize 512000. 
 
Just found out about a strange thing with my Xmas map. The player falls into a trigger_push at the start, and in QSS this causes the camera to get tilted by 4 degrees.

Raising the player start by 4 units solves the issue, but copying the unmodified playerstart+trigger to a fresh map does not isolate it.

The trigger has "angles 335 35 0", the player has "angle 30". Messing with these leads to all sorts of weird results (zeroing the player makes the tilt go up to 8 degrees).

So, is it an issue with my map, QSS or AD?


I also had some other issues that were either AD bugs or me being dense:
- Widowmaker doesn't work in deathmatch: can't be picked up again after dying
- "Delayed" monsters seem to activate all monster-sensitive triggers on spawn
- "Non-solid" flag on a func_bob seems to have no effect
- The distance that a func_bob moves seems unreliable and/or goes out of sync over time
- trigger_monsterjump doesn't affect flying enemies despite the specific spawnflag
- It's impossible to trigger-set fog density/color to 0, have to use 0.0001 etc instead
- Brushes with sky texture on one side will behave as pass-through for projectiles on all other sides too(?). Possibly even make the enemies pass-through(?) 
Correction 
non-solid func_bob becomes solid when you walk over a corpse 
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