Mapsyntx
#1538 posted by madfox on 2004/03/29 10:36:54
There is a prog called "mapsyntx" what can cheque your brushes after compiling...
AguiRe
#1539 posted by Scragbait on 2004/03/30 13:00:32
That goalie you have in front of your inbox is really good. He's blocked all my shots.
E2M1A is still dormant as I slowly push on with E2M1B. So far, it compiles fine.
I Have Also Sent
#1540 posted by aguirRe on 2004/03/30 13:13:36
you several emails previously, we seem to have some serious communication problems between us.
Possibly a black-list or some over-ambitious spam filter. I don't understand it, others seem to get through fine.
Try sending to my other box, address same before the '@' and followed by ebox *dott* tninet *dott* se.
Uhm. I Haven't Really Paid Attention But...
#1541 posted by cyBeAr on 2004/03/31 10:53:28
... I've had clip brushes in func_doors and func_plats in my old maps if that had any relevance to what was being discussed.
Cybear:
#1542 posted by metlslime on 2004/03/31 14:35:48
yeah, they sometimes work. The problem seems to be a stairway made of clip.
I Haven't Paid Attention Either, But...
#1543 posted by pushplay on 2004/03/31 14:41:40
My Coagula map had a ladder that lowered down, which was a door made of regular brushes and clips and acted as a stairway. So it's a ladder and a door and a stairway...
I Don't Think I Ever Used More Than One Clip Brush
#1544 posted by cyBeAr on 2004/03/31 15:21:38
per brushentity, I used did used them under lifts so you wouldn't go in and get your heads squashed when they came back down.
"used Did Used"
#1545 posted by cyBeAr on 2004/03/31 15:21:55
yay!
Problem...
#1546 posted by necros on 2004/03/31 21:55:52
Entity with no valid brushes or textures
the line is 67386, but when i open the .map up in edit.com, the stupid thing only loads 65000 lines. :\
suggestions on a text program that displays line # and can load massive files (+3mb)
Anyedit
#1547 posted by HeadThump on 2004/03/31 23:23:27
the older version that is still available is very good; the newer one has some seriously wacked concepts built in it on matters of interface and usuage.
Yeah, Well
#1548 posted by necros on 2004/04/01 01:29:42
considering i just tried with edit and it has a 65000 line limit, i don't think that i'll have any luck with an even older version of edit...
Necros
#1549 posted by JPL on 2004/04/01 01:42:40
Try with WordPad ...
Yuck, That Sucks
#1550 posted by HeadThump on 2004/04/01 01:54:17
I've had it read out some very large compile files befre, and I assumed it had a much higher limit -- sorry for the bad advice. How many brushes do you have inthat map btw?
Necros
#1551 posted by aguirRe on 2004/04/01 04:50:21
try TextPad http://www.textpad.com , it's excellent.
Necros
#1552 posted by Kell on 2004/04/01 10:48:46
I've been using Metapad for years; 'tis good. No filesize limit, find/find+replace, line # etc. etc.
http://www.liquidninja.com/metapad
Thanks!
#1553 posted by necros on 2004/04/01 12:29:18
they both work great and the map works now. :P
Headthump: it's not so much the brushes as it is the entities... there are a lot of lights in there ;)
Awwww...
#1554 posted by necros on 2004/04/01 16:57:54
CALL1 465(precache_model)precache_model()
items.qc : item_health
(NO FUNCTION)
PF_precache_model: overflow
Host_Error: Program error
on startup of map.
this sounds familiar but i don't remember what it means. can someone tell me?
Some Excerpts From
#1555 posted by aguirRe on 2004/04/01 17:16:04
old QMap thread 2001, GlassMan posts:
too many precached models. Only 255 allowed including brush models. Remember each individual func_movewall, func_illusionary etc etc will count towards that maximum. Use mcache to list them. The items marked *1,*2, etc are your brush models.
it will include all the weapon models, health etc etc..use mcache & you will have them listed. 195 is a _lot_ of brush models.
Also Includes trigger_* brushes
The limit is not 256 'bmodels'. Its 256 models of all kinds. That includes sprites, each type of monster, monsters heads, the bsp of the map itself, weapon models, the rocket model, the nail, gibs the lot. I doubt you would have enough space left for all these models if you have 200 'bmodels'.
I would guess you've gone over the top with the triggers for the teleporting in. Theres only so much of that you can do. With your coding skills maybe you could write some kind of monster spawn function to use instead of the triggers. I think custents has something like that.
*sigh*
#1556 posted by necros on 2004/04/01 18:45:26
man, i really hate that! :P looks like i'll have to trim some door and triggers out... thanks for pulling that up for me. you rock!
Quake C
#1557 posted by Mike Woodham on 2004/04/02 14:54:07
Does anyone know of a Windows based Quake C Editor. I have downloaded various Dos based programs but I really want a nice easy interface - you know the kind of thing, drop the file in the window and hey presto, it all opens up in the editor. Click a button and whizo, it compiles etc,etc.
The nearest I have got is FrikQCC, which seems to have a Windows GUI but no help file to tell me what to do next. (old dog, new tricks)
Frikqcc
frikqcc windows gui thing should allow you to associate progs.src files to it so that double clicking on one (in your quakec working source directory for example) should automatically launch frikqcc and compile it (iirc, may have changed).
if you mean an IDE for quake-c editing, i dont know. i know there are some hacks and tricks you can do to get MS visual studio to associate with .qc files and run qcc, however ive never used them. i think they were on friks site or something. i think most people just use some notepad-esque program (editpad, ultraedit, whatever)
Mike,
#1559 posted by HeadThump on 2004/04/02 15:43:41
Masm as an editor is very maleable; I haven't used it for QC but you should be able to run .qc files from it by changing the .bat files in the editor settings to ones associated with frikqcc. Might be worth a shot.
Of Course,
#1560 posted by HeadThump on 2004/04/02 15:48:36
I mean Qeditor which comes with the package I'm an old fan of Abrash that's why I still have it on my system. In a few weeks I'm going to be switching gears from finishing up mapping for a modders project to programming a progs.dat for a project of my own, so I would definitely be interested in what you might find useful.
Quake -C Editor
#1561 posted by quaketree on 2004/04/02 23:35:26
From Blues News (Googled)
"QCAPE is an integrated developmental environment (IDE) for managing QuakeC projects with pak editor, project manager, compiler, decompiler, and QuakeC manual all in one."
Don't know if its still on the net though. I still have a copy if you want me to e-mail it to you. Size 2.42mb.
Note: Did not like to run in XP home so if thats what you use then I dunno'.
Fat Controllers...
#1562 posted by quaketree on 2004/04/02 23:37:51
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