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#15308 posted by necros on 2015/08/28 19:14:29
thanks spirit, what is quakeforge?? will need to google that shizzle.
i thought DP did bsp2?? but it said unsupported type. although, now I look at the build, it says it's from june 2011. so yeah, probably an old one.
grabbed the 20140513 build, loads the map, but geometry flickers like mad: http://shoresofnis.com/temp/jam620150828131103-00.jpg :(
#15309 posted by Joel B on 2015/08/28 19:34:36
BSP2 support (allegedly): DarkPlaces, QuakeSpasm, Fitzquake Mark V, qbism Super8, latest automated build of FTE, TyrQuake from 2013 or later, and QuakeForge.
DP Flickering Bug
#15310 posted by ericw on 2015/08/28 19:35:36
try "r_useportalculling 0"
#15311 posted by Spirit on 2015/08/28 20:03:03
ouch, same here. It also spammed more than 500 times "Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away".
Quakeforge is pretty awesome. Very non-standard though in terms of getting it properly configured (at least on Linux). It deserves a lot more attention.
#15312 posted by Spirit on 2015/08/28 20:16:02
I moved the BSP2 page from Quaddicted to http://quakewiki.org/wiki/BSP2 , edit ahoy please
#15313 posted by necros on 2015/08/28 20:41:05
works perfectly, thank you ericw!
Wvis
#15314 posted by madfox on 2015/08/28 23:07:29
Would waiting longer be of any use?
Throw Me An EMail Plz
#15315 posted by rebb on 2015/08/28 23:26:04
How complex is the map ? Are you making use of detail-brushes ?
Did you try compiling it with TyrUtils ?
Says I With No EMail Set In The Account.
#15316 posted by rebb on 2015/08/28 23:33:09
rebb at voidspark net
Quiet
#15317 posted by madfox on 2015/08/28 23:53:42
complex, cut out all extra brushes to reach limit, was bound to bjp_tools_xt_290914 latest tools and would only light with tyrutils015_win32.
I get the feeling only the old vistools will help me out here, and the experience is one week.
I'll send you the map, thanx for your answer.
Madfox
#15318 posted by negke on 2015/08/29 09:37:36
Did you notice post #15023? Asaki is offering to help you with your QC trouble. By the way, the email address and website url on your profile is outdated.
Neg!ke
#15319 posted by madfox on 2015/08/29 21:19:56
I know. I will send Asaki the info.
And yes, my email was outdated and meanwhile I'm restoring my new website.
No Spawn Function For Func_dm_only
#15320 posted by adib on 2015/09/01 03:00:40
I'm trying to set my jam 6 level for deathmatch. Navigation would improve with some teleports. Then I found this entity func_dm_only, a teleporter for deathmatch only. But standard id1 doesn't seem to have it and I get a "no spawn function for" console message.
Any ideas? I believe id1 progs.dat should have this entity...
#15321 posted by necros on 2015/09/01 04:43:53
not in my copy of the source code. i've also never heard of it.
i think you can simulate this effect by checking all 3 of the not easy, medium, hard skills.
Necros: O_o
#15322 posted by adib on 2015/09/01 06:18:06
Wow, that worked. I thought the skill checkboxes had no relation with deathmatch yes/no. Or at least that would fail in nightmare skill (not easy, not medium, not hard).
I already had a logic gate setup working. Got back here just to say it. But now I'm deleting it. Just have to be sure if the 3 checkboxes work for every entity (even those where Jackhammer UI doesn't show the checks).
#15323 posted by necros on 2015/09/01 06:22:11
if you are missing checkboxes, you can just manually set the 'spawnflags' field to '1792'. this is the bits 256, 512 and 1024 added together. you can do this for any combination of flags.
Gamemodes
#15324 posted by oGkspAz on 2015/09/01 11:56:10
I imagine this is impossible in Quake but QIIIA had options for DM only, TDM only etc. If this is not possible, it would have been a great addition.
DM Only
I think setting flags of "not in easy, medium or hard" is the only way to do this?
Yes
#15326 posted by ijed on 2015/09/01 13:57:59
That's how it's done.
"nan"?
Not sure if this should go here or in the TrenchBroom thread...
Just created something in TrenchBroom, saved it, and when I tried to open it again, it gave me an error saying
(line 441, column 107)Expected integer or decimal, but got 'nan'
So I opened the file in a text editor and on line 441 one of the coordinates is indeed "nan" -- but in also in a few other places as well. I am guessing "nan" means "not a number" or "not a valid number"; is this correct?
How on earth does this happen, and how can one fix it? Should I replace all instances of "nan" with something else in my text editor, and if so, with what?
(I should perhaps also mention that I have done nothing really intricate in this map; no rotation; everything on grid.)
Mighty Need For Rock Brushes Tips
#15328 posted by aDaya on 2015/09/01 16:50:35
Okay, so this problem has been tormanting me ever since I started quake mapping: believable, compileable rock brushes.
How can I make believable enough rock brushes (not blocky) and still get vis to work? I'm wasting my time on my rejected jam6 map because of this shit.
Find Rocks U Think Look Good And Copy Them
#15329 posted by czg on 2015/09/01 16:51:52
Sock Has Guides
#15330 posted by Spirit on 2015/09/01 16:57:31
Ask Me How
#15331 posted by adib on 2015/09/01 19:48:31
I like mine, really.
http://s3.photobucket.com/user/amurad/media/Games/jam6_18b_zpswa4ketjr.jpg.html?sort=3&o=2
They were made like this:
http://www.simonoc.com/pages/articles/rockwall1_1.htm
Golden rule: as long as you skew faces, you're safe.
In other words: if you're going to move vertices, you have to move all vertices in a surface together. And I said MOVE, not rotate.
Even Better
#15332 posted by adib on 2015/09/01 19:59:34
Platinum rule: your brush is always valid if all faces are parallelograms, all vertices are on grid and at least two faces are parallel to orthogonal axis.
Meaning that if you make a cube you can skew its faces at your will, it will compile.
Of course you're not skewing a face across its opposite; in this case you're just trying to troll me.
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