#18703
I think this is what is wrong BUT I don't use JACK too much so maybe some of the more experienced users can chime in:
It looks like you put Quake on your desktop then a folder called quakespasm-0.92.1_win64 inside your quake directory and pointed JACK to that as your game directory. From there JACK is totally confused. You should have extracted the contents of the Quakespasm zip to Quake itself. here's what a normal install would contain as far as folders:
C:\Quake
C:\Quake\id1
C:\Quake\id1\maps - this is where all your custom map/bsp should be
Inside Quake folder you would normally should see: quake.exe, quakespasm.exe and a bunch of DLL files (maybe not if those are hidden, just depends)
Quake itself is pretty small. You should make things simpler by making a new Quake directory:
1) Make a folder called Quake on your C:\ drive as seen above. 2) Then under that a folder called id1 - 3) now go find 2 files pak0.pak and pak1.pak in that other messy Quake folder. 4) Copy or move them to id1. 5) Then under id1 make a maps folder. 6) Next extract Quakespasm zip to your Quake folder -- NOWHERE ELSE . Now you have everything but your map. --- 7) copy your map from the messy folder to C:\Quake\id1\maps 8) run JACK and (this is where I am fuzzy) point JACK to the new Quake folders as needed. Yes Quakespasm is your game engine to play Quake but it's best to put it in the Quake directory.
I figured this was all a matter of me setting up file destinations incorrectly. I'm use to mapping for HL1.
THANK YOU!
Ya
#18706 posted by Qmaster on 2017/07/20 00:34:31
Don't use "Program Files", compilers don't like spaces. And windows doesnt like you to move files around in it without UAC permission (Goram microsoft).
Dangit, dumptruck beat me to it was typing basically the same thing earlier before I lost internet.
Signon Buffer
#18707 posted by negke on 2017/07/20 11:12:45
It appears the reason it's so high in my case is not an excessive entity count - most of my other maps have more of everything, except for one thing: in addition to maxing out the number of static entities (=flames), this map has large number of entities that display light globes or torches while acting as relay triggers. I thought this wouldn't have an impact other than producing edicts, but it seems is does. Without the visual aspect, they take up less buffer space.
Since I feel like the map can't be optimized further, I think the only way to manage this (apart from removing stuff) would be delaying their spawning somewhow as ericw suggested. Question is how - and whether it's possible to ID1 in the first place. Regular think/nextthink variations on info_notnull don't seem to do the trick.
Preach, do you have an idea?
Marksurfaces: Why have we (I) been so strict about the 32767 limit then, anyway? Obviously, old DOS quake.exe has been irrelevant for the longest time, and if a map runs on the oldest ports, it's fairly safe to assume it'll run anywhere else. I'd just like to avoid creating a potential compatibility issue that only comes to light afterwards.
Don't Take My Word On It...
#18708 posted by Redfield on 2017/07/20 13:54:18
Wouldn't any excessively high marksurfaces count above the stock Quake limit be a good indication that you are exceeding the amount of polygons that can be rendered and thus will experience greyflash?
When I first compiled my map with over 40 000 marksurfaces count, it would run in WinQuake but large amounts of the level were not rendered on screen. I simplified geometry to be way under around 25 000 marsurfaces and the grey flash was gone. But, I also reduced r_surfs and r_edges in the process. So this may have nothing to do with it.
I know that Than has made several maps (ie. dm7rmx) that are supposedly within stock Quakes limits, but suffer from immense greyflash and thus cannot be played in Win/DOS Quake.
Negke
#18709 posted by Qmaster on 2017/07/20 16:25:42
I've always been of the opinion that if the limits no longer serve to spur your creativity but intead require you to delete detail or redo logic, then you should simply ignore them and require an engine with increased limits.
FWIW,
-Qmaster
Splash Sounds
#18711 posted by mjb on 2017/07/21 15:54:12
Going to ask this in a few places for exposure.
This is regarding Quoth mod specifically.
Any possible way to make it so info_rubble debris does NOT make a splash sound when falling into liquid? This is for a deep body of liquid so func_illusionary won't work in this case.
You can mute sounds from info_rubble and I have done that but splash sounds are still present.
Thanks!
@Bloughsburgh
I'm sure you thought of this but... I would use "play_triggered_sound" entities and point to the proper breaking rubble sounds in the pak. Then use use "misc/null.wav" in the noise fields to silence the info_rubble defaults.
#18711
#18713 posted by Spike on 2017/07/21 16:41:35
certain movetypes ALWAYS play a sound when transitioning into/out of liquids. There's nothing QC can do about that in eg QS - the only universal way to 'fix' it is to replace sound/misc/h2ohit.wav with a null sample.
DP/FTE have an sv_sound_watersplash cvar that you can set to an empty string to prevent those two engines from playing the sound, or mods can define a stub .contentstransition function to inhibit it on a per-entity basis (like SUB_Null, but unfortunately that needs to be done on the gibs themselves rather than only the spawner, so you probably can't do that in the map).
This is a long standing issue that's appeared in numerous 3rd-party readmes since quake was released...
Spike
#18714 posted by mjb on 2017/07/21 17:00:31
Thanks for the technical response I figured it was in that deep haha.
I was either looking for: Yes, you can or you can't so I am satisfied, I'll cut my losses and make best of what I have already created. Also thank you for the response dumptruck but the splash sounds would still occur with this method! :O
Thanks!
Is it possible to achieve coloured lighting within Quakespasm?
@thepalelotus
Yes. The engine will recognize the .lit format. But you need to compile with a light.exe that exports an .lit file.
More info here:
http://ericwa.github.io/tyrutils-ericw/doc/light.html
and...
each light entity in the map has to be given a key called "_color" with a value of its RGB components, so white light would become "255 255 255", red light would be "255 0 0" and so on.
What editor are you using? Most should have color support built in.
Good, I already use those tools and I probably should have spent more time looking myself. Thank you!
I'm use Jackhammer.
using* silly phone autocorrect.
Negke
#18719 posted by Preach on 2017/07/22 08:09:56
Drop me an e-mail with your map and I can try to find a fix. I've had to debug progs issues that were causing an overflow, but not create map hacks that do it. So I don't have standing advice for how to do it, but I have some ideas to try out...
Marksurfaces
#18720 posted by ericw on 2017/07/22 22:41:19
At a quick look at the winquake source code, there is no limit on marksurfaces beyond BSP format (65536) and heap size.
Sorry, ignore that comment..
https://github.com/id-Software/Quake/blob/master/WinQuake/model.c#L1035
vanilla winquake would break when there are more than 32767, since it's treating them as signed 16-bit.
#18721 posted by negke on 2017/07/23 01:06:07
Well, it is (or appears to be) possible to exceed the limit somewhat. Not sure the way I tested it is an entirely reliable indicator, but loading the map in deathmatch mode (to bypass edicts and buffer issues) worked just fine, actually even up to around 37k marksurfaces - although this does seem suspicious, I admit.
Func_wall'ing (or, I guess, new-detail-ericw'ing) proved the best way to lower marksurfaces so far... if it wasn't for the buffer thing. Rebb gave me a few good tips for additional or alternative improvement: maxnodesize 8192 can shave off some 500 marksurfaces, and if I was to give up on Winquake support entirely, increasing texture subdivision could lower it considerably to the point of not needing and func_walls at all. Although I have no idea how this would affect old GLquake and other ports.
Marksurfs
#18722 posted by Spike on 2017/07/23 03:23:54
vanilla glquake cheats when drawing submodels.
so yes, you can exceed the 32k limit but ONLY if the world model itself is still under.
Note that any liquid leafs that contain the buggy range them will crash (or at least write out of bounds), but luckily qbsp doesn't normally generate those anyway.
or just get everyone to use one of the numerous engines that interpret things as unsigned. its not like its just one or two.
http://imgur.com/a/qN587
I'm using Quakespasm and testing textures and some of them want to appear like this, does anyone know why!?
#18724 posted by Mugwump on 2017/07/24 05:50:39
It seems the texture has a color that is used as fullbright in the Quake palette.
That was the exact problem, thanks!
TrenchBroom Rotation
#18726 posted by pplthot on 2017/07/24 19:30:50
Is there a way to make the rotation tool not lock to 15 degree intervals?
Also I can not understand how this forum works. Are all these posts in the same thread? It's visually very confusing.
@pplthot
I have the mac version of RC4 here at work. In that version you can select the number of degrees in the box and type in the increment you want.
@ppthot
Uhg sorry for the double post.
The forum takes some getting used to. I like it a lot but it took a while and when search was added this forum became a goldmine for mapping info. Use Search!
Also Forum should be your starting point (the forum link is right under the header image, next to News) or bookmark this:
http://www.celephais.net/board/forum.php
Note the Coding Help, Mapping Help, Screenshots etc. Those are basically "stickied" and self-explanatory. Seek help there.
General Abuse is where you can post anything that is a short, specific topic.
News is for releases. So if you release a mod or a map post a news thread not in General Abuse.
Also take note of the the tiny links on the right side of the Forum page under the last post listed - that's where you can start a new thread or see every thread.
This FAQ is also invaluable. Welcome and good luck!
http://www.celephais.net/board/faq.php
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