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Uhm... 
The beer only tastes like horsepis, if you open the bottle and let it in open air for more than three minutes...
which is quiet presumable knowing the fact air converts the etheric essense of the beer.

But if you're a slow drinker the horse takes your jump and you surely will hik.

I just saw a splendid program about beers from Belgium. They have the greatest collection of beers in a wide tradition. I'm not a fan of youtube promotion, but for this time:

http://video.canvas.be/category/programmas/tourneegenerale 
Madfox 
you know a thing or two about beer :)

It's hard to get a good selection of beers here - I guess our local taste is more "solid beer, and a lot of it."

I've seen a better selection in Denmark than here, to be honest. They sell a lot of brands that you don't get here. 
Windows 7 And Tabctl32.ocx 
I need to register tabctl32.ocx in Windows 7 to enable me to use my VB6 compiler GUI.

I am running CMD as Administrator and using regsvr32.exe but no matter what combination I use (direct path, or from within the system32 directory) it doesn't want to know.

Has anyone needed to register this on Windows 7 and been successful? 
Cheers 
I don't know which country you live gb, you're not in the list of people anymore.
But if it's america there's a part in there too about Brooklyn Brewery as the winner award.

I have to know something about it as my name is Brewers. Don't tell anyone, it's my favour
http://members.home.nl/gimli/rarev0s.jpg 
Intel I7 Speed 
Just tried running qbsp manually and under my old Pentium 4 2.0G my 10,000 brush map took 6m 30 secs to (fast)compile, under i7 it takes 1m 05 secs; so a little improvement there.

A full compile took 80 hours on the old system, so maybe when I have finished playing with my new toy I will try it on some real man's work. 
Mike 
you'll see huge improvements with willem's vis due to multicore. it's not exactly twice as fast with 2 cores, maybe like 1.5 or 1.75 times faster, which is still great, and the i7's got 4 cores so that's even better. make sure you nab tuna's fixed version off of quaddicted: http://www.quaddicted.com/tools/wvis_20100119.7z that fixes the bug where pausing/resuming on a multicore vis would permanently skip portals (or something like that, not sure exactly).

as for registering tabctl32.ocx... all i know is you need to get the vb redistributable runtime thing and there might be some other thing that i can't remember i had to do. i think it had something to do with viewing old help files, sorry very fuzzy on that as it was many months ago now. 
Quakeinjector 
if someone wants to pre-test a new alpha of QuakeInjector in the next hour or so, drop into #terrafusion :-) 
Oh Yes 
it supports scanning your quake dir for installed maps, and i'm still there. 
Ok, Pre-release Version With Installed Maps Scanning 
I Tried... 
...but I didn't have java, or know how to invoke it. 
Missing Icon 
 
Mandel 
http://java.com/en/download/
Then you should be able to simply doubleclick it (the quakeinjector.jar). 
 
Any chance there will ever be a standalone version? Because the JRE requirement definitely limits the tool's range... 
Not Really 
the jvm has too many advantages, and i'm not even sure if there are good machine code compilers around.

Also, I'm not sure how much of a hurdle it is. It's one additional install that most users will already have anyways... 
Not Sure If Most People Already Have It 
Had you said .NET, then sure... 
Burnin' Up The Universe In Fireball XL5 
To all intents and purposes, this is the same map on two different machines (I can't actually explain the minor differences.)

On the left, Intel P4 with standard fast vis. On the right Intel i7 with standard fast vis and 8 threads.

http://img375.imageshack.us/img375/9563/comparey.jpg

I'm not sure how fast 0:00 minutes is as I didn't quite see it happening, but it seems quite fast!

"QI, my boy" 
You Know What This Means Though, Right? 
people will be bugging you to vis their maps for them. :P 
Origin Rotating Bmodels 
http://forums.inside3d.com/viewtopic.php?t=2376

Example mod with QC and engine source, testmap and mapsource:

http://www.quaketastic.com/upload/files/misc/rmqrotate.zip

Why is this better than hiprotate:

1) easier to use - only rotate_door and an info_null needed to set it up

2) has its own collision - no more func_movewalls, no more laggy collision, no more stairstep effect, no more painstakingly faking the collision - very large rotating bmodels no problem

3) Key doors etc.

You need a supporting engine:

Darkplaces, FTE, Proquake, Qrack, RMQ engine (the latter is based on Quakespasm/FitzSDL for you Fitzquake lovers, and included in the test mod)

A supporting map compiler (only QBSP, you can use whatever vis and light you want):

right now only Lord Havoc's hmap 2 (qbsp stage), because it seems a fix is required

A custom progs.dat:

doors.qc needs a couple provisions related to rotating doors, and one new file with the spawn functions needs to be added, or its contents placed in doors.qc for example.

How it works:

This method exploits a map compiler hack (present in all compilers that support Hipnotic rotating entities, which are practically all of them) where an entity whose name starts with "rotate_" gets its origin from something it targets. In hipnotic, rotate_object uses this same hack.

The engine then supports the bmodel having an .avelocity (angle velocity) just like grenades etc. already use, and makes it collide properly.

The additions to the engine are pretty minor.

The map compiler fix that Lord Havoc did is also pretty minor, but I haven't fully understood it yet. I think it could be added to Tree / Txqbsp as well, by someone who understands those a little better.

I sincerely hope that support for rotating bmodels will be added to Fitzquake, or Quakespasm which seems more actively developed and is based on Fitz.

I also hope that standard mods like Quoth will support this, it's not that much code to add to a progs.dat and it's clearly better than hiprotate.

Right now we're still hunting one or two minor bugs, and there's no rotating train that uses this yet. However, it definitely works, and engine support is growing.

Give the testmap a try, perhaps. 
 
Patch: Make START_OPEN and triggered linked rotating doors work correctly

http://kneedeepinthedoomed.wordpress.com/2010/07/12/half-life-style-rotating-doors/ 
 
mappers, does this make rotating things easy enough for you (tool and engine support aside)? Suggestions what to do with the bounty since this was great team work? 
 
I can see two obstacles for most:

1. custom progs.dat required

2. doesn't work with AguirRe's or Tyranns's compiler 
 
yeah, but there is no alternative to 1, right? 2 should be solvable. :) 
 
no, there's no alternative to 1.

2 is solvable, but not trivial. Good coder needed.

The number of things that need to be fixed in AguirRe's compilers is rising. This, lit files, hint/skip...

I think the last release is 3 years old... 
Necros Decides 
He's the highest authority of Quake rotation. 
Lol 
Necros Decides
He's the highest authority of Quake rotation.


i haven't actually looked at it yet. i was away for the weekend getting shit faced and my head still feels a little heavy atm so it's hard for me to get excited about anything right now.

still, this is kind of a no-brainer for the most part. anything to make rotaters easier to set up and improve the abysmal hip collision method is good in my mind.

just looking at it on paper, this should be fucking awesome because anyone who's done hip rotaters knows they are goddamn stupid to set up. and yeah, anything with collision is going to be fairly sketchy to begin with and just downright annoying to deal with in an editor because you'll have all these movewall chunks floating around.

the progs side is basically a non-issue (for me anyway, and getting real rotaters is worth it), although, getting it into quoth may not be possible.
but even for a non-coder, they can just use the progs provided above-- it's not a big deal for mappers to make their own pak0.paks these days (ie: with only the rotation changes).

i think the biggest hurdle will be having to deal with a different bsp compiler and then after that, a different engine.

otoh, aguirre has always had his compilers as open source, so assuming this overhaul isn't insanely complex (and gb implies that it isn't) then someone could haxor it into aguirre's bsp like willem did for multi-thread vis thereby making it a moot point.

how does lighting and texturing work with these though? are they still moved to the origin and textured there, or are they textured where they are as they appear in the editor?

engines are easier to deal with as most of the good custom ones give you enough flexibility to tweak them however you want, although i will say i myself will probably wait until it appears in (at least) quakespasm, if not fitzquake itself. otoh, fitzquake doesn't actually work for me because of 64bit multicore timing issues, so mostly it's just quakespasm that i'd really want.
however, i'd like to beg any engine coders who add this to remember that it's not enough to just support it but to support it well. this means more accurate angles is basically a must and avelocity interpolation on bsp models as well. i know darkplaces does this already and it makes even old style hip rotaters fucking sweet to look at. watching large gears start from a standstill and accelerate slowly is downright sexy.

i'm a little fuzzy on why this only works with .avelocity though... does this mean that if you set .angles manually, the player could get stuck then? i guess that actually makes sense, since you'd get stuck if you setorigin'ed platforms too. or do you mean the collision breaks if you set .angles manually..?

honestly, this new rotation method would probably bother me more than the average mapper because i have a dozen or so custom rotaters that rely on setting .angles manually. :P

but... if this works as well as it says on the tin, i've got some ideas for rotating rooms and rotating rooms inside rotating rooms...
summon bigger rotating room indeed.

btw, this is baker's work right? the i3d forum thread implies that anyway since he's the OP. 
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