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		 Texture Replacements Bsp #13502 posted by Ranger on 2014/01/21 12:03:13 What other texture replacement programs are there? 
I've tried Adquedit and TexMex and they both don't seem to work
 
		
		#13503 posted by digs  on 2014/01/24 14:42:43I connected the func_door with the func_button. The door has a "message" property. But if I open the door once, then I will not see the message. How to avoid it?  
		 It's Not The Right Thread, I Know... #13504 posted by the silent  on 2014/01/24 15:08:29...but it's a tech related question for ya eggheads.
 Point is, I bought Rage+DLC and Doom3 BFG on steam and tried to run them both on parallels 8(no dual boot for me, thanks) and they just don't start giving back a supposed card  driver issue. Any idea or workaround?
 
 Keep in mind that I played on parallels Batman Arkham Asylum, Necrovision, Dishonored from Steam w/o problems on win7.
 Plus, not from Steam, DN4ever and Wolfenstein 2009 and everything went smooth as possible.
 
 I even played RAGE (mac version, w/o DLC) on the same rig.
 
 Can anybody lend a hand?
 Puh-leeeze!!!
 
		
		#13505 posted by Rick  on 2014/01/24 16:11:38Just a guess but Rage and Doom3 are OpenGL games, I think most of the others you mentioned are DirectX. It's possible that has something to do with your driver issue.  
		
		#13506 posted by JneeraZ  on 2014/01/24 16:21:18"Point is, I bought Rage+DLC and Doom3 BFG on steam and tried to run them both on parallels 8(no dual boot for me, thanks) and they just don't start giving back a supposed card driver issue. Any idea or workaround? "
 Dual boot.  :)
 
		 System Time #13507 posted by sock  on 2014/01/24 17:53:22When the console is dropped down all QC functionality is stopped, but there seems to be a system clock running with Fitz clients. Is there anyway to check the system clock from QC?  
		
		#13508 posted by -  on 2014/01/24 20:26:40I connected the func_door with the func_button. The door has a "message" property. But if I open the door once, then I will not see the message. How to avoid it? 
 A message set on a func_door is only used when it's touched, and then when it actually is opened by any means, it sets it's message field to ""... so you'd need to do something else, like put the message on the button, or maybe on a trigger_once slightly behind the door that opened.
 
		
		#13509 posted by -  on 2014/01/24 20:28:33meant to post the qc...
 void() door_use =
 {
 ...
 self.message = "";			// door message are for touch only
 ...
 }
 
		 Scampie #13510 posted by digs  on 2014/01/25 02:08:06ok, thanks  
		
		#13511 posted by necros  on 2014/01/25 03:47:52if there's a system clock, it is completely disconnected from qc.  qc is only aware of game time (without engine extensions at least).  
		
		#13512 posted by sock  on 2014/01/25 12:33:15if there's a system clock, it is completely disconnected from qc
The console being brought down pauses QC, I want to know how much time has passed. I was hoping I could query a system clock (engine level). I know the engine is maintaining a clock because I found the MarkV engine shows time passed with the "status" console command.
 
		 ARG #13513 posted by Breezeep_  on 2014/01/25 18:41:03I'm getting strange leaks in my map and I don't know how to fix them. I feel like my map is broken again and I won't even bother to fix it or continue it! sorry for the disappointment guys...  
		 Are You Using Quark? #13514 posted by Spirit  on 2014/01/25 18:46:04or maybe some carving function?  
		 No, Trenchbroom Level Editor... #13515 posted by Breezeep_  on 2014/01/25 18:53:25I honestly feel like I don't want to continue my map anymore. I'd rather bin it and start all over again. I apologize for not finishing it.  
		 I Forgive You! #13516 posted by Spirit  on 2014/01/25 19:06:26I would try to find out what caused the leak so you avoid running into the same problem.  
		 #13505, #13506 #13517 posted by the silent  on 2014/01/25 19:12:54Thanks, Rick. Parallels seems to have open gl problems indeed...
 And thanks Willem, even though you Bootcamped me.
 
		 Roq #13518 posted by mfx  on 2014/01/25 19:18:49What kind of leaks, like going straight through brushes?
How many are there, and what compiler do you use.
 Try to not use the -forcegoodtree switch(in case you use it)
 
		 ROQ Just finish the map, then once you've "sealed" the map from the void if it still leaks just get someone else involved with the map and they'll help you fix it. I guarantee someone will help you.  
		 FUCK #13520 posted by Breezeep_  on 2014/01/25 21:35:03JUST AFTER SPIRIT HELPED ME FIX THIS I DECIDE TO MESS AROUND WITH ROCK BRUSHES AND NOW THERE'S THAT FUCKING LEAK AGAIN! I AM CLOSE TO STARTING ALL OVER! GOD DAMMIT!  
		 Try #13521 posted by ijed  on 2014/01/25 22:27:05Binding 'snap verticies to grid' to your spacebar and banging away on it like a madman as you do terrain.  
		 Ijed Speaks De Truth. Seriously, someone else mentioned this too and it really works wonders IMO.  
		 I'm Ashamed To Say... #13523 posted by Breezeep_  on 2014/01/25 22:40:50I won't be continuing work on this map and I've disappointed you all and I am disappointed myself. encountering errors like this is just another way of learning to map and hopefully I won't make the same mistakes in my newer map.
 Sorry guys. :(
 
		 Yes #13524 posted by ijed  on 2014/01/25 23:01:05You're getting micro leaks between the brushes, this is just how TB works, for now at least.
 There is also an option 'force integer snap' but this leaves it difficult to make anything that isn't a box.
 
 I notice a similar problem with texture alignment as well - rotated brushes often end up with .36381819 scaling and positions. This inaccuracy seems to cause drifting as the brushes get moved around.
 
 Shame I only noticed after duplicating a shit tonne of wonky crates around the level :L
 
		 Yes #13525 posted by ijed  on 2014/01/25 23:01:06You're getting micro leaks between the brushes, this is just how TB works, for now at least.
 There is also an option 'force integer snap' but this leaves it difficult to make anything that isn't a box.
 
 I notice a similar problem with texture alignment as well - rotated brushes often end up with .36381819 scaling and positions. This inaccuracy seems to cause drifting as the brushes get moved around.
 
 Shame I only noticed after duplicating a shit tonne of wonky crates around the level :L
 
		 Nonono #13526 posted by SleepwalkR  on 2014/01/25 23:08:50Force integer snap does NOT make anything difficult. It just prevents you from creating invalid brushes and it should be enabled at all times. You will have less leaks and you won't have to snap the vertices to integer coords anymore. In fact, what you're doing restricts you a lot more than just leaving the "force integer plane points" option on.
 And what do you mean that rotated brushes end up with that particular value for scaling and position?
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