Necros
#11385 posted by JPL on 2011/08/07 21:34:42
Thanks, now it is clear ;)
#11386 posted by necros on 2011/08/07 21:37:03
just make sure that you package it as a separate mod, like i said earlier, instead of dumping stuff in the quoth folder otherwise it'll mess the sounds up for maps that don't use water as vacuum. :)
Jpl
#11387 posted by ijed on 2011/08/07 23:48:35
in any case this sounds very interesting :)
Necros/ijed
#11388 posted by JPL on 2011/08/08 09:39:25
Thanks a lot for all these good advices. I now have to build the mod for this, and start the map.. I have a rough idea about what I'll do, but nothing clear today... And if it gives idea to other mappers, it is even better ;)
Again, thanks a lot for your support :)
#11389 posted by necros on 2011/08/11 22:06:46
S_FindName: out of sfx_t
at map loading.
o_O
That Error
#11390 posted by Preach on 2011/08/12 01:57:32
Apparently means that you've tried to precache too many sound effects. The limit is 512, which is twice as generous as for models. You have some lengthy conversations going on?
#11391 posted by necros on 2011/08/12 02:19:22
thanks :)
how do you find out these error meanings? are you actually looking through the source?
Uh Oh...
#11392 posted by metlslime on 2011/08/12 05:21:38
is that fitzquake? Seems like it should handle that more gracefully. I.e. if you haven't exceeded max_sounds, it shouldn't fail in other ways.
#11393 posted by necros on 2011/08/12 07:24:16
well, it was quakespasm085.4
i'll try to remember to test it in fq085 tommorow.
Seek
#11394 posted by Preach on 2011/08/12 19:34:38
Yeah, it's often easier to google the error and find a result in a quake engine svn directory. This time it was easier because it's an error people used to run into in Sven Co-op.
#11395 posted by necros on 2011/08/12 19:46:52
i guess i should try the self help a bit more eh? :P
it was just such a strange error that i kind of laughed and just posted it.
thanks!
Necros
#11396 posted by JPL on 2011/08/12 20:08:49
Huzzah !! Just experimented as per post #11382, and it works perfectly... Just remains to find sound replacement for drown1/2.wav !
It sounds I have found a good way to emulate wero gravity in space... now I can start to map my spaceship.... even if I do not have clear idea about what I'll do ;P
Again, thanks a lot for your help :D
So... It Is Done...
#11397 posted by JPL on 2011/08/12 20:41:01
... I've found exactely what I was looking for.... :E
Interesting
#11398 posted by necros on 2011/08/12 23:25:51
i did a little bit of testing on this issue.
1. yes, it also occurs in FQ085.
2. it wasn't actually that the map had >512 sounds.
what seems to happen is that, when loading a new map, the engine doesn't flush the precaches or something. the reason it crashed before was because i was loading it from the console after another map had already been loaded.
if i start the map up first, from scratch, it's fine.
if i try to load another map that uses a large number of sounds, it will crash.
this sounds like not a big deal at first, but it means that you can't have a map pack with more than 1 map that uses many different sounds. :(
Oh
#11399 posted by necros on 2011/08/12 23:26:26
and looking forward to see the map then, jpl. :)
#11400 posted by raptorE on 2011/08/14 21:56:57
What would happen if you load a map with many sounds, then a map with few sounds, and then another map with many sounds?
Just an idea.
That's My Point
#11401 posted by necros on 2011/08/14 22:08:22
eventually, if you, say, had 512 maps, each with 1 unique sound, it would end up crashing.
if, as i believe, the precaches are not being cleared, then every map that adds any extra unique sounds will bring the crash that much closer to happening.
Of Course
#11402 posted by Preach on 2011/08/15 00:24:08
The problem is often masked simply because practically every mod to date has
a) offered no means to import custom sound into a map and
b) contains fewer than 512 sounds itself
So it's likely a bug that has long survived in practically every source port of the engine...
Yes
#11403 posted by necros on 2011/08/15 00:42:02
i'm certainly not blaming anyone for not noticing it.
Glass
#11404 posted by jt_ on 2011/08/17 18:59:06
Is there any way to have glass in current engines?
Heh - RMQ Engine - Func_wall + "alpha" Key "0.#"
#11405 posted by RickyT33 on 2011/08/17 19:11:08
Quoth - make a func_wall, give it a texture called "skip" (Use newskip.exe after compiling), make a waterbrush in the same place as the func_wall, give it a water texture with a flat grey or white colour. Use a trigger_command to set "r_wateralpha 0.#" on mapload.
Cannot be done in vanilla progs without the player having to type a wateralpha value into the console.
RMQ Progs
#11406 posted by RickyT33 on 2011/08/17 19:12:42
Will have breakable glass. func_breakaway FTW.
Im Sure Some Of The Engines Support Transparency
#11407 posted by RickyT33 on 2011/08/17 19:17:17
On bmodels though. FitzQuake i think? Just set an "alpha" key on a func_wall - is the easiest way, and probably better than the water hack, because there is no waterwarp on a func_wall or other bmodel unless it has a water texture. GlQuake will do wateralpha, hence the water hack's universal compatibility. But you can have a nice glass texture is you use the alpha key.
RMQEngine
FitzQuake?
Darkplaces?
DirectQ?
#11408 posted by necros on 2011/08/17 20:01:57
http://necros.slipgateconstruct.com/temp/split.jpg
i've mostly just ignored this kind of thing as down to the way bsp works... but is there any way to reduce or eliminate this seemingly needless poly splitting?
in the shot, the rock path is made up of 3 brushes per segment, the large center bit and the two small side bits, all 3 are split into tris. in theory, since none of the faces are larger than 240 in any direction, qbsp should have never split them at all, and just left them the way they were in the editor.
instead, you get that weird split in the center brush that runs up the slope until it meets the right-hand side where there are all these tiny little tris.
every compiler i've tried makes the exact same shape.
this is what it looks like in the editor, for reference:
http://necros.slipgateconstruct.com/temp/split_ed.jpg
am i just missing something?
Append
#11409 posted by necros on 2011/08/17 20:07:49
ok, in true necros fashion, i figured a little more out right after posting... -_-
it seems this has to do with how similar the planes are between those brushes. there's a setting in aguirre's txqbsp -epsilon that you can set to smaller to have more precision on identifying unique planes which reduces the unnecessary splits.
looks like if a plane is similar enough to another plane qbsp thinks they're the same plane(?) and tries to split it or somesuch.
unfortunately, even at smallest settings, it doesn't completely remove the extra splits. i think there must be a lower bound built into the compiler, since values smaller than 0.001 had no noticeable effect.
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