#15499 posted by mfx on 2015/10/12 05:33:42
With no visible HOMs and no clipping issues in that map after a full vis i'd say its fine.
Just ignore the warnings, check the map extensively, test every nook and corner for said issues.
Should be fine i'd say.
#15500 posted by Orl on 2015/10/12 06:20:24
warnings from 148 to 14.
That's all? I have 5277 warnings at this point in my map. You have some catching up to do.
#15501 posted by mankrip on 2015/10/17 21:06:58
Compiling the GPL'd vanilla maps is frustrating. Each compiler gives different warnings/errors on different maps.
Some map compilers are case-sensitive, but the texture extraction tools / WAD compilers store texture names as lowercase, while the textures' names in the .map files are in uppercase. Even Jackhammer has this disparity between its own texture extractor and .map exporter tools.
No way I'm going to manually rename every texture to uppercase, and I've found no tool that does this job.
Some QBSP compilers fails to compile E2M2, some fails to compile other maps, and none compiles all maps (the four episodes + DM1 to DM7) correctly.
Not to mention that several of those maps have some surfaces that tends to get wrong lighting or to be left unlit, therefore being displayed as fullbright.
Also, removing the "style" field from one of the light_flame_large_yellow at the start of start.bsp makes the room go almost fully dark, messes up with the entity triggers everywhere on the map, and readding the .style field to it doesn't fix the problem.
It seems even Shia LaBeoulf wouldn't be able to just compile those maps.
Shia LaBeowulf
#15502 posted by Lunaran on 2015/10/17 23:19:24
Notepad++
#15503 posted by ijed on 2015/10/18 20:26:08
Will allow you to easily fix the texture names in one find/replace session.
#15504 posted by mankrip on 2015/10/19 03:19:42
To find & replace I would still have to type each of the dozens of texture names manually.
I'll eventually code a commandline tool for matching texture names between .map and .wad files. This way, it can be included as an extra compiling step in Jackhammer and Worldcraft (I still haven't tried using Trenchbroom), before qbsp.
On Linux
#15505 posted by JPL on 2015/10/19 08:56:15
sed is your friend :)
#15506 posted by necros on 2015/10/19 14:51:26
Even on windows
Necros
#15507 posted by JPL on 2015/10/20 21:18:17
Oh, thanks ! I was not aware that sed was also available on windows (let's say DOS exactly).
great !
First Map
#15508 posted by dianus on 2015/10/22 22:01:03
Hi everyone, I am following Scampie's getting started with Trenchbroom and Quake guide (http://quakewiki.org/wiki/Getting_Started_Mapping) I've made it through the process step by step, all up to compiling. Necros' compiler (also tried this on command line on mac) does produce a .bsp but I can't load the custom map in game.
I feel as though I am missing a step. My directory is organized (quake/id1/maps) as expected. When I try to call the map in console I receive a "couldn't spawn server" message (tried this on fitzquake on windows, and quakespams on mac, same result) What am I missing here? I'm using the shareware .pak, does this make a difference? Excited to make some progress! Thanks for your help!
First Thought
#15509 posted by madfox on 2015/10/22 22:33:48
Did you place your .bsp in the quake/id1/maps folder?
Not sure if you can play a map with the shareware.pak alone.
This in case you use monsters like Hellknight, which need the fullware version.
First Map
#15510 posted by Dianus on 2015/10/22 22:43:30
Yep I structured the folders as you would expect (quake/id1/maps) I wonder now if it's because it's shareware. Is there any reason couldn't load a .bsp compiled for (fitzquake/quakespasm) The level is just a cuboid room with one light and a info_player_start
Second Thought
#15511 posted by madfox on 2015/10/22 22:58:47
For just a cuboid room/light and player it shouldn't be a problem.
You could type "path" in the console, without the connotaton marks to see where your quake executable leads to.
If it is quakeid1maps your bsp should be there and start playing after "map your.bsp".
Isn't there no default in your placed mapname,
ie no bsp behind it, or longer then 8 letter mapname?
I'm using Quakespasm also for the first time and found out it didn't worked the way I thought.
So what I did was making a subdirectory in the Id1 one, called it my game, made a new subdirectory called "maps" and placed my bsp into it.
Then after making a new shortcut from the quakespasm.exe with characteristics
quakespasm.exe game mygame I could start in the right directory.
Then I typed "map mymap.bsp" in the console and it went fine.
Oops
#15512 posted by madfox on 2015/10/22 23:01:06
I ment a subdirectory in the Quake folder, not the Id1 folder.
#15513 posted by ericw on 2015/10/23 01:20:58
I think the "couldn't spawn server" error is because the shareware version doesn't support custom maps.
Registered Quake
#15514 posted by Dianus on 2015/10/23 01:42:06
What do you need for a "full" copy of Quake, just the pak0.pak? Can you legally obtain that from the steam version?
Dianus
If you buy the game through steam or gog then your map should work.
#15516 posted by - on 2015/10/23 01:50:48
As the corpse of the monstrous entity Chthon sinks back into the lava whence it rose, you grip the Rune of Earth Magic tightly. Now that you have conquered the Dimension of the Doomed, realm of Earth Magic, you are ready to complete your task in the other three haunted lands of Quake. Or are you? If you don't register Quake, you'll never know what awaits you in the Realm of Black Magic, the Netherworld, and the Elder World!
Shareware Quake is pak0.pak only, registered also has pak1.pak which has all the content missing from shareware like maps and several enemies and lightning gun.
The Steam version is the full registered version, the .exes it comes with just don't run without Steam running, but you can avoid that by using any other engine .exe which you want to do anyway.
#15517 posted by Rick on 2015/10/23 04:31:16
I wonder if Steam, and not Id/Bethesda is responsible for this? I bought a copy of Fallout 3 goty from Steam and it runs fine without Steam.
I bought Quake when it first came out, direct from Id, and have been moving the folder from one computer to another for 20 years and I don't remember ever having to deal with drm of any kind.
Personally, I now try to verify that the Steam version of a game will run without Steam before buying. If it doesn't, then I won't buy that game from them unless they are the sole supplier.
GOG.com is a great source for DRM free games
#15518 posted by necros on 2015/10/23 04:56:34
Personally, I now try to verify that the Steam version of a game will run without Steam before buying
what steam game DOESN'T require the client to be running??
#15519 posted by Joel B on 2015/10/23 05:00:04
A few don't. http://steam.wikia.com/wiki/List_of_DRM-free_games
In the case of Quake I don't really care, since I almost never use the original engines and they're downloadable from id anyway. The key bits are just pak0/pak1.
#15520 posted by Rick on 2015/10/23 13:26:34
I have Fallout 3 (goty)and all three of the new Shadowrun series bought on Steam that I know will run from where ever I put the game folder and don't require Steam to be running.
Note that Steam gives you a short time to try games and still be able to get a full refund. Basically less than 2 hours played and within 2 weeks of purchase.
http://store.steampowered.com/steam_refunds/
Steam
#15521 posted by madfox on 2015/10/23 20:13:10
refused my DukeNukum3D because I played it once,
and my account had used it before.
refused AliceInWonderland because..,
and so on.
It Works!
#15522 posted by dianus on 2015/10/24 09:18:47
Decided to go with the GOG version (being DRM and client free) and...it works! The map loaded just fine. I didn't realize the full version of Quake was needed, seems obvious now. Thanks guys!
Good to see you got the game, time to play through it and once you're done play through the maps on quaddicted
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