#17518 posted by Naitelveni on 2016/11/15 23:37:41
ericw, im actually on windows because you gave me instructions on how to compile in windows.
#17519 posted by Naitelveni on 2016/11/15 23:38:36
i know that the mac app gives those commands on start but the windows one doesnt.
#17520 posted by ericw on 2016/11/15 23:43:04
Ok, cool. Spirit made a gif of how to add command line args on windows :)
he's using fitzquake.exe in that example but that procedure will work with any engine including quakespasm
#17521 posted by Naitelveni on 2016/11/15 23:54:19
Thanks!
Now Add Dirt!
#17522 posted by muk on 2016/11/16 00:01:45
#17523 posted by Naitelveni on 2016/11/16 14:23:39
I played the mapjampack7, the first map was visually stunning and so was the starting room. The second map bugged out, i couldnt get out of the zombie room once all the zombies were dead. The fourth map where the elevator goes up crashed once i left the elevator. XD
but really solid efforts by all the mappers!
Jam7 2.2
#17524 posted by mjb on 2016/11/16 14:37:31
Naitelveni,
Make sure you install the Quoth patch (2.2)
This is will most likely be the cause of any issues you encounter.
https://www.quaddicted.com/filebase/quoth2pt2patch.zip
#17525 posted by khreathor on 2016/11/16 15:41:46
For me Map Jam 7 become more like a disaster than success...
Most people never upgraded to Quoth 2.2 and because of that, few maps doesn't work at all, mine is broken. Not working map is a less of a problem imo, because you can definitely see something is not right.
My map starts just fine, but it breaks after a first minute. Most people noclip through the door and they continue with broken vending machines = not enough health or ammo. Few of them just quit after they see doors are broken. They just see this map as a broken piece of shit.
[...]
After they discover that other maps don't work, because of outdated Quoth, they update and never go back to my map. They:
a) don't want to waste their time to check out if that was a problem;
or
b) don't know that outdated Quoth was a problem and they blame me.
This happens in 80% of cases with this pack.
Hopefully retro jam map will work flawlessly, otherwise I quit this shit, lol ;D
Khreathor
#17526 posted by Qmaster on 2016/11/16 16:23:32
Lol hey maybe that was just me ok. No hard feelings. The jam didn't specify to use the latest version of Quoth so it's not on you.
Incidentally, it bundled Quoth with it did it not? Did it not bundle the right version? At work so can't check.
#17527 posted by khreathor on 2016/11/16 16:49:29
Original package has Quoth included, but Quaddicted one is repacked with Quoth stripped from it.
Mappack7
#17528 posted by Naitelveni on 2016/11/16 18:17:25
Oh shit! Now i really need to get the mappack to work properly, i feel bad after hearing that! It all looked really nice.
Is there a thread on upcoming mappack jams and how to give maps for review?
P.s. If i dont get maps, mods, editors, scripts to work properly its because im a noob! :)
#17529 posted by Mugwump on 2016/11/19 02:33:12
Is there a thread on upcoming mappack jams
Not a general thread, no, but there should be one for each Func_ jam.
Ericw Hint Brushes
#17530 posted by foogs on 2016/11/19 19:10:28
Is there a tutorial out there for using hint brushes. I guess what I'm missing is being able to see what's being drawn in my client in certain areas to actually test the brushes. But a tutorial would be more helpful I think for me than stumbling through it myself.
"HINT
Hint surfaces cause a bsp split and portal to be generated the on the surface plane, after which they are removed from the final bsp - they are neither visible, nor structural. Strategic placement of hint surfaces can be used by a map author to optimise the PVS calculations so as to limit overdraw by the engine (see also: vis(1)).
Use a texture with the name hintskip on any surfaces of a hint brush which you don�t want to generate bsp splits or portals. All surfaces of a hint brush must use either the hint or hintskip texture name."
#17531 posted by ericw on 2016/11/19 20:10:42
DarkPlaces can render the BSP portals with r_drawportals 1. This gives a visualization of how space is split up into BSP leafs, and should show whether the hint brush is working. I don't think Quake mappers have used them much.
Trencbroom 2.0 Q2 Map Compile
#17532 posted by Flesh420 on 2016/11/20 06:14:04
I'm trying to compile my q2 map with Trenchbroom 2, using qbsp3, qrad3, qvis3, and I get error: "Execution of command 'C:\name\etc\etc\ failed (error 740: the requested operation requires elevation.)"
What does that mean and how do I fix it?
One thing, I've never really known what parameters to use for map compiles, and have always just wung it, usually resulting in fine luck. So I'm thinking it might have something to do with that.
Any help would be appreciated.
#17533 posted by Flesh420 on 2016/11/20 07:01:27
^^
Also I'm using Win10.
#17534 posted by muk on 2016/11/20 07:27:32
Share a screenshot of your compiler settings. Might be all we need to figure it out for ya.
Screenshot
#17535 posted by Flesh420 on 2016/11/20 15:07:35
#17536 posted by Flesh420 on 2016/11/20 15:12:04
One Thing To Try
#17537 posted by SleepwalkR on 2016/11/20 15:40:37
Is to use a path without spaces in it. Spaces in paths are notorious for causing trouble. But in this case, it looks more like a permission problem.
Also Google The Error Message
#17538 posted by SleepwalkR on 2016/11/20 15:43:11
#17539 posted by Flesh420 on 2016/11/20 16:48:23
Ok I no longer get the error, but nothing compiles. It spits: #### Executing 'C:\Users\Sean\Desktop\Trenchbroom2\q2compiletools\qbsp3.exe -gamedir H:\Quake2\baseq2 test.map'
---- qbsp3 ----
************ ERROR ************
Unknown option "-gamedir"
#### Finished with exit status 1
#### Executing 'C:\Users\Sean\Desktop\Trenchbroom2\q2compiletools\qrad3.exe -v'
----- Radiosity ----
8 threads
************ ERROR ************
usage: qrad [-v] [-chop num] [-scale num] [-ambient num] [-maxlight num] [-threads num] bspfile
#### Finished with exit status 1
#### Executing 'C:\Users\Sean\Desktop\Trenchbroom2\q2compiletools\qvis3.exe -fast'
---- vis ----
fastvis = true
************ ERROR ************
usage: vis [-threads #] [-level 0-4] [-fast] [-v] bspfile
#### Finished with exit status 1
Is this a Trenchbroom bug or me?
The Parameters Are All Wrong
#17541 posted by SleepwalkR on 2016/11/20 18:27:40
Re: Problem With Corrupted Map File
#17542 posted by stevegalaxius on 2016/11/21 20:51:43
i just had this problem with the map i've been working on in trenchbroom, it's the same issue i think. How did you fix it? not sure what you mean by 'zero the nans' or what you used to fix it. a hex editor?
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