Woop!
#1 posted by
RickyT33 on 2013/09/25 16:05:53
Heh - I'm soon to have a gargantuan sandbox hull to test the BSP2 functionality >:)
Hmm... Thats Great!
#2 posted by
mfx on 2013/09/25 16:16:42
Just can�t figure out how to run it under OSX...
#3 posted by gb on 2013/09/25 19:40:49
which bsp2 version is supported?
#4 posted by
sock on 2013/09/25 19:59:49
Is there any chance you can add the following options to the qbsp.exe?
-q2map : Enable Q2 style map format
-group : Enable func_group parsing
#5 posted by
Tyrann on 2013/09/26 00:14:48
@mfx: these are command line apps, so you need to run them from the terminal
@sock: func_group should already work (no command line option needed). I'll look into the Q2 map format - I think there's just some extra fields to ignore?
#6 posted by
Tyrann on 2013/09/26 00:35:54
@gb: I think it's known as the RMQ version. The one the Tronyn used for the "Wicked" maps. I implemented it using
this guide.
Tyrann
#7 posted by
necros on 2013/09/26 00:43:07
some extra fields at the end are ignored and also the textures need to have paths stripped from them. dunno if there is anything else.
Tyrann
#8 posted by
mfx on 2013/09/26 00:57:28
i know, but it happens nothing after prompting to vis and such...
Doesn't only the RMQ engine support BSP2 format maps?
#11 posted by
Tyrann on 2013/09/26 01:41:15
I think RMQ, FTE, Darkplaces and TyrQuake
snapshots all support this BSP2 format.
#12 posted by gb on 2013/09/26 10:12:58
I think DirectQ, QuakeForge, and probably either Proquake or Qrack do as well.
Engines have moved to supporting both of the slightly different implementations - they can be told apart by looking at the BSP in a hex editor I think, one uses "BSP2" and the other uses "2PSB".
#13 posted by
Spirit on 2013/09/26 10:43:31
Isn't
http://svn.icculus.org/*checkout*/remakequake/engine/Experimental/BSP2Tools/BSP2%20for%20Engine%20Coders.txt the wrong one?
Wicked used the wrong one and was never fixed.
It would majorly suck to leave engine coders to have to support two versions, kind of like a nehahra thing.
Well
#14 posted by Tronyn on 2013/09/26 11:21:27
I'm still here. I am going to be using BSP2 for all remaining maps. Point me to a set of compilation tools that creates the correct version of BSP2 (and supporting engines), and I'll recompile Wicked and use those tools for future maps as well.
#15 posted by
Tyrann on 2013/09/26 11:42:06
Well damn, guess I'll need to implement the "other" bsp2 format as well.
#16 posted by gb on 2013/09/26 12:13:28
It would majorly suck to leave engine coders to have to support two versions, kind of like a nehahra thing.
Nah, not in this case. The differences are minor, mostly the magic string being 2PSB vs BSP2. This is not a big problem tbh, just be aware that not all engines support both versions.
FTE is an example engine that supports both, I believe DP and QF do as well.
#17 posted by
Spirit on 2013/09/26 12:38:41
As you can see, Tyrann did implement one version, not both. Could you at least update the documentation so people following it end up with the final spec?
How many maps with the wrong format are out there? Can't they just be recompiled/edited to the new format and then we can forget about the old format forever?