Hrmm...
#18643 posted by damage_inc on 2017/07/05 19:04:46
Strange, I think the copy and paste of my own post in the original thread changed it somehow! Oh well.
You can verify by previewing your post before submitting.
GUI Is Good
#18644 posted by Redfield on 2017/07/05 19:26:53
I used the GUI to make compiling my first map quick and easy. I'm not sure what is going on with this case. Assuming the backslash issue is not a problem, I'm going to guess by Ockham's razor that the executables aren't even installed in the folder, or there is some kind of typo.
#18645 posted by Mugwump on 2017/07/06 07:14:17
Maybe there's something wrong here?
Output Folder: E:darkplacesquakespasm-0.92.1_win64Id1maps
Having both DP and QS in the same path seems odd to me.
#18647 posted by lpowell on 2017/07/07 07:28:29
How do you get lights to face upside down or sideways like in Digs' SM177 entry?
@lpowell
#18648 posted by anonymous user on 2017/07/07 08:00:16
set "angles" "0 0 0"
Speaking Of Lights
#18649 posted by anonymous user on 2017/07/07 13:57:37
Am I somehow messing something up, or do light entities with negative light values assigned not work at all when also given a targetname (to make them toggleable)?
That's Normal.
#18650 posted by Spike on 2017/07/08 00:43:43
different targetname = different lightstyle = different lightmap = lighting gets clamped and the negatives are ignored.
so yeah, negative lights only really work if you're not using switched/animated lights nearby, on account of the bsp format itself not supporting it.
#18648
#18651 posted by lpowell on 2017/07/08 01:07:16
Thanks for the tip!
Actually, setting the key that way still makes a right-side-up light, but I figured the three numbers correspond to x-y-z axis rotations. That was exactly what I needed. Cool!
You Can Also
#18652 posted by Qmaster on 2017/07/08 04:33:09
Set the target of a light to be the targetname of an object that you want the light to point to, such as an info_null. I think that's what info_nulls are for actually.
#18653 posted by Mugwump on 2017/07/08 21:37:56
Yeah, I used some info_nulls with spotlights in my first test map.
Linefeeds Driving Me Crazy.
#18654 posted by Redfield on 2017/07/09 09:20:45
I am trying to insert linefeeds into the textstory messages for my AD map.
Ok so there was a post about this somewhere. I know I need to use backslash n (without space). Func won't display my backslash... I am copying the method directly from socks available .map files. I am typing text backslash n text (no spaces). But in game I get the virtual text backslash n and no line breaks. I am not typing /n by mistake.
I have only had moderate success getting backslash b to make the title bold as well, sometimes the slash is in the message sometimes not. Is my keyboard broken? Is this a Trenchbroom 2.0 bug? I can type backslash in all programs fine. Please help me.
@redfield
I assume you are checking the actual .map file as well? Are you sure it's carrying over from TB2 to the .map?
#18656 posted by muk on 2017/07/09 16:33:06
I believe the issue lies with TB not handling backslashes properly
I believe the issue lies with TB not handling backslashes properly
Working with vanilla Quake I've had no issues.
In Quake
In Tb2 rc4
Here's a tiny test map made this a.m. So vanilla works fine.
What Is Going On...
#18658 posted by Redfield on 2017/07/09 18:04:42
Ok so I've looked at my .map in JACK, All of my backslashes have become double backslashes. Why would this be the case? It only appears as a single backslash in TB. I'm having troubles opening the .map in TB now that it has been edited in JACK (I have a backup though).
I see that dumptruck_ds is able to get linefeeds to work in TB fine. Is this some kind of keyboard settings glitch?
Tb Version
#18659 posted by ericw on 2017/07/09 19:38:46
Redfield, i think this is fixed in tb2 rc4, im guessing you are running a previous build
Resolved
#18660 posted by Redfield on 2017/07/09 20:29:54
Thank you ericw. This has cleared up everything! I should have noticed from dumptruck_ds post that I didn't even have rc4. I didn't know there was a new version. After compiling with this new version, I've also noticed that audio crackling from custom sounds has gone away. This is great!
#18661 posted by negke on 2017/07/09 20:47:41
I've never heard of \\b - is it even a standard ("vanilla") method? Only ever used name maker scripts to get non-standard characters.
#18662 posted by ericw on 2017/07/09 20:54:46
It's non-standard, it's something I added to my tools (light.exe I think). When it sees \b it converts the following text to orange. It's written out the the .bsp in the standard way though and the \b's are stripped out, so it works in all engines.
Orange Text.
#18663 posted by Redfield on 2017/07/09 20:58:44
I havn't tested vanilla Quake. But after getting TB rc4 \b text \b will make the text orange coloured. Seems to be good for making titles in the text books.
\\b
#18664 posted by Qmaster on 2017/07/12 22:33:17
Except for Darkplaces. Darkplaces doesn't honor the orange text but instead uses Quake 3 colors ^3, ^4, etc.
FYI
Uggg Darkplaces
My fog is showing up fine in QS but not in DP. I just downloaded the latest auto build and reset all to default. Don't they use the same fog format? Googling is not helping. Here's my worldspawn (which was basically stolen from a AD map with a few tweaks.)
"_tb_mod" "Quoth"
"_tb_def" "builtin:Quake/Quoth2.fgd"
"aflag" "13"
"worldtype" "3"
"sky" "July5"
"_sunlight_penumbra" "5"
"_sunlight2" "160"
"_sunlight_dirt" "1"
"_sunlight2_dirt" "1"
"_sun_mangle" "150 -45 0"
"_sunlight" "160"
"fog" "0.03 0.1 0.05 0.1"
"_dirt" "1"
"_dirtgain" "0.75"
"_dirtmode" "1"
"_dirtdepth" "160"
"sounds" "128"
#18666 posted by killpixel on 2017/07/16 04:10:57
@killpixel
It's set in the worldspawn already and when I type FOG in the console it shows my worldspawn settings.
|