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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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And 
ericw continues to be awesome. 
Thanks Ericw 
Lots to look into there, I could be a while trying to understand it all, but it seems like you know what I'm trying to do and it could be the answer. I did get a draining effect when I was trying various things, I used func_door to lower the level of the slime, looked great but it was still a solid. 
FWIW 
extras r4 will be included in my uber mod. 
Thanks Ericw Again Two Steps Forward One Step Back 
That works brilliantly. I couldn't get anywhere with JACK, couldn't find how to add extras to trenchbroom so persevered with Quark and it finally all fell into place. The drains now drain. Thanks very much for your help.

However... If I compile the map in Quark it plays perfectly well, but once I move it to it's own folder in /Quake/ it fails immediately with error AllocBlock Full. Progs.dat is also in this folder

Also when playing the map after compiling in Quark, it won't reload a saved game and fails with a list of items and values and a host_error:pr_executeprogram null function any ideas. I recompiled an earlier map in Quark now it has the link to progs.dat and that too won't load a saved file. 
 
If I compile the map in Quark it plays perfectly well, but once I move it to it's own folder in /Quake/ it fails immediately with error AllocBlock Full.
"AllocBlock Full" means the map exceeds the engine's limit for lightmapped faces. If you only get the error when launching quake directly, and not via quark, it sounds like you are using different engines?

Hmm, I can reproduce the error when loading a save with the extras r4 mod (at least the water.bsp sample map) in winquake, quakespasm, darkplaces. It seems like a bug in the mod :-( 
That's A Show Stopper! 
The small map I created also fails to reload a save.

The mod was inconsistent across various engines I tested. I think I'd just create a new progs with the features I like. 
 
""AllocBlock Full" means the map exceeds the engine's limit for lightmapped faces. If you only get the error when launching quake directly, and not via quark, it sounds like you are using different engines?"

It must have been something I was doing, today the map loads OK in /Quake/maps, /Quake/tmpQuark and /Quake/scel (it's own folder) all using quakespasm-spike-admod.exe 
 
"The mod was inconsistent across various engines I tested. I think I'd just create a new progs with the features I like. "

That's beyond my abilities I'm afraid. I'll have to wait for the bugfix. 
@sceletope 
I'm not a QC programmer but I did make a new progs using the clean106 QC source and the bits of extras_r4 that includes moving water, ladders and footstep sounds AND saves/reloads correctly.

I ran both my test map and the water.bsp with no problems.

If you want to "test" it I'll upload it for you? 
@damage_inc 
Yes please, I'll give it a try. 
@sceletope 
Create a new folder(directory) in your Quake folder. Ex: Quake\\extras_limited\\

Extract the zip file to your new folder, with directory structure intact.

So you should have:

Quake\\extras_limited\\progs.dat --- file
Quake\\extras_limited\\readme.txt --- file
Quake\\extras_limited\\progs\\ --- folder
Quake\\extras_limited\\sound\\ ---folder

Then create a maps folder:

Quake\\extras_limited\\maps\\

... and place your compiled map(.bsp) there.

Launch Quakespasm from your Quake directory and press the tilde " ~ " to bring down the console.

Type: game extras_limited
Type map <your map's name>

And... here you go:

http://www.quaketastic.com/files/misc/extrasr4_progs_modified.zip 
*sighs 
Please ignore the double backslashes that should be singles... it's a forum thang'! 
@ Damage_inc 
Brilliant, works perfectly. Thanks to everyone for their input and help on this one. 
You're Welcome 
All credit ofc goes to the original author, but I'm glad it worked for you. It's a really cool feature very rich on possibilities to.

Me thinks it should be standard in the mod big daddy's, Quoth and Arcane Dimensions :)

Especially now that ericw got the inside surfaces to show. 
I Also Happen 
to have an idea that would need this moving liquid feature, so thanks too. 
@damage_inc 
That kind of thinking may end up with some sort of all consuming collective mod...hmmm. 
@Qmaster 
I don't know of any über mod, is there one on the horizon hehe 
Disregard #18862 :( 
I hit the back button, refreshed and... BAM, there's the über mod! 
Last Post About This, I Swear! 
While the func_water is super cool, there is a really bad quirk(s) still.

Any "entity" in the water gets drawn in full view unless your r_wateralpha is 1(opaque, duh!)

I posted in the ericw tools thread about it not being "perspective correct" but today I now see it's just that the water texture doesn't get drawn on top of any entities surface. Which looks funky.

That means both point based(armor, health, etc) and brush based(doors, plats, etc) entities are affected.

Renderingwise, Darkplaces and FTE will draw the water surface on "top", but each of those have other issues.

In Darkplaces the ladders do not function at all and in FTE the water current will not let you swim against it.

Obviously, there are mapping work arounds.

TLDR
Make sure to test your setup with func_water in a small map before becoming heavily invested in it in your full map. 
HELP On Darkplaces 2014/05/13 Compatibility 
Hey there,

So the AD map I'm working on is nearing completion, I've been working hard to get the map working well in Quakespasm, Mark V and the Darkplaces 2014/05/13 build. I know there are newer releases but this is the last one that I ever used and is compatible with AD.

The only problem I have at the moment is that Darkplaces does not seem to interpret door lips the same as a normal engine would. I have a set of descending stairs, and the first step going down will have lip 0 entered as "-0" This is interpreted perfectly in Quakespasm and Mark V, but Darkplaces is no good. The step stays elevated as if with the standard lip (8 units?) and the player cant move over the step in Darkplaces.

This is really aggravating. I've put a lot of work into getting the particle setups to translate into Darkplaces and now this. Is there any solution to this available? 
@redfield 
I would recommend Quakespasm-Spiked-Admod and ditch DP. But I am no power-user so perhaps someone has a solution. 
Can A MOD Delete My #18864 Post? 
As well as this one?

I don't know what changed but what I posted is all wrong, many apologies for this.

Sadly, I really wish I knew what changed but everything looks perfectly normal now.

Again, my apologies. 
Fixed... 
I changed the geometry of the stairs to give the first step a positive lip that all 3 engines interpret the same. I should have done that earlier but I tend to lose my temper far too easily when mapping...

@dumptruck_ds: Believe me a few months ago I may have abandoned Darkplaces, but I've been testing with all 3 engines so many times now its too late to go back. The map is meant for Quakespasm (I would think spiked would run it, but I will look at it) but I know there are people that love Darkplaces. They can now enjoy the map but RTWorld lights MUST be off. Mark V also runs it similar to Quakespasm, but I have some performance issues on my machine. 
Hollow Pipes Tutorial 
http://imgur.com/a/WLlIP

Heres a tutorial for making 45° angles and hollow pipes. 
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