#19304 posted by Qmaster on 2017/12/25 22:36:09
Put it in autoexec.cfg
If you don't have an autexec.cfg, create one in notepad and put it in the ID1 folder or mod of your choice.
#19305 posted by skizzlepuss on 2017/12/25 23:23:49
didn't work when I tried autoexec.cfg so I tried putting the command into config instead and that did it
#19306 posted by skizzlepuss on 2017/12/25 23:42:31
as someone who's brand new to mapping, this messageboard is a godsend. it's over 15 years old and I can still get helpful responses within a couple hours. that's nuts, and it's why I love quake so much
@qmaster:
I'm in the couple thousands here, lol. Average is 1300, max is 1600, but min is 700 in the fated spot, which is noticeable.
@ericw
changed my mind about email, lol. Anyway, so I used r_showtris, and all was revealed. standing in particular spots, the middle arena and the armor room were both being rendered for some reason. Some hint brushes in the entrance to this should help, I hope. I think it has to do with the long bridge brush that connects the semicircle to the hallway.
I Did It!
The major weird slow spots in my maps are now gone, but there are some that I cant do anything with because they are simply impossible to make any more efficient.
Thanks everyone!
#19309 posted by Joel B on 2017/12/26 21:35:20
Well I saw a guy on the Discord chat mentioning it getting down to 4100 fps at one spot. Better throw it all out!!!
Seriously, if anyone is actually concerned about that kind of "frame dip" affecting the gameplay in any way... to me that sounds like "quantum HD gold-plated audiophile cables" level of delusion. I'd be interested to know though if there really is any good reason at all for worrying about framerates (min, avg, variations, whatever) once they are up into that regime.
#19310 posted by PRITCHARD on 2017/12/27 03:15:10
I can imagine being concerned about it if you have a brand new PC with high end kit or something along those lines - i'm pretty sure there are still people out there playing Quake on hardware from a decade ago.
It's not about if you can run Crysis, it's about if you can run Quake!
#19311 posted by Spud on 2017/12/27 13:04:04
Hardware from a decade ago is still hardware ten years newer than Quake.
Idk, It Was A General Improvement
That was ciscon, he's been helping me test. That spot is unavoidable anyway. Once or if the devs redo the ezquake renderer, I'm pretty sure none of this will be an issue.
Anyway, the reason why I'm making a big deal is that slow spots cause obvious dips that distract from competitive play. It's all worked out mostly now, so that's good.
Now all that's left to do is make some of my own maps. Prolly gonna suck, I would do better working with somebody else since I'm good at making levels, but not necessarily coming up with them.
Switching To Trenchbroom
I've been using J.A.C.K. for a while now since it's the only editor I've figured out how to get working but I want to switch to trenchbroom because it just looks like it's a lot more fluid in editing.
my problem is that I can't figure out how to set up the compiler and stuff. the manual just kind of says "open up the compilation dialogue from the menu" but the compile menu is gray'd out and I can't click it, so I'm not sure if I'm supposed to do something else first or if I did something wrong. pls help pls
oh.... I searched the internet for over an hour straight trying to figure it out and apparently the only thing I had to do was save the map to get the compile window to be able to open.
now I'm having some trouble getting it to compile properly. here's what I've got going on https://i.imgur.com/fLu9GT5.png
it's saying "no such file or directory"
#19317 posted by Joel B on 2017/12/27 22:47:51
Why have you got underscore characters in the parameters?
Like "Program_Files_(x86)" when it should be "Program Files (x86)".
If spaces in the path are giving problems, you can try one of these:
- putting the whole path inside quotes
- using the DOS style shortname for the directory, which is probably "PROGRA~2"
- putting your Quake files in a path that doesn't include spaces
I was using this guy's tutorial, along with some other one I can't find http://steamcommunity.com/sharedfiles/filedetails/?id=1090749598
and using quotes around the path helped, thanks
#19319 posted by Joel B on 2017/12/27 22:53:51
Also hmm it's not clear to me you even need to give that second argument to qbsp at all. But I haven't used that particular GUI so I'm not sure how you really need to set it up; hopefully someone else can chime in.
#19320 posted by Joel B on 2017/12/27 22:54:50
OK good to hear you got past that step. :-)
#19321 posted by muk on 2017/12/27 23:05:01
https://imgur.com/TIgJJ78
Use the "+" circled in red to add each a new section.
Use the "..." circled in green to add your tools.
Copy the rest word for word.
This is outlined in the TrenchBroom manual.
I tried filling in the parameters and stuff exactly the way mukor showed but it keeps giving me an error saying the bsp was already in use by another program, even though I have literally no other windows open besides trenchbroom itself
another thing, I tried changing the working directory to ${MAP_DIR_PATH} but it completely crashed TB whenever I typed the first letter
here's what I've got, let me know if I did something wrong https://imgur.com/a/SrFpR
it said it failed to copy, so I removed the 'copy files' part and it compiled fine. is that part important or should I just not worry about it?
#19325 posted by muk on 2017/12/28 04:02:04
Forgot to mention that with that setup you need to start your maps in a directory OTHER than /maps.
I recommend making a folder somewhere near your Quake folder called "Working" or something to that effect.
Do that and you can add the copy part back in. Be sure to add a "Copy" function for the .lit file as well.
@skizzle
If you still can't get compiling in TB to work please Google Necro's Compiling GUI and use it. It's much more approachable than TBs compiler. I seen people post here often with issues or confusion. You certainly will be up and running very quickly with the GUI.
#19327 posted by muk on 2017/12/28 08:47:13
If you get TBs compiler working with the copying files, stick with it.
Yeah its a little extra work to get it started, but its definitely worth it. I just compile, open Quakespasm, press up in the console to repeat my last command(usually the map) and bam.
NCGUI will have you open NCGUI. Select your map. Compile. Open file explorer. Move bsp/lit to /maps. Now you can play.
I think people let themselves get intimidated by how setting up the compiler looks like "coding" and they dont even try copying it exactly as shown in the manual. They think they have to decipher some complex language when its literally spelled out in front of them. :P
@mukor
You don't need to chime in here dude especially with Dad info. I already said if he still was having issues too. And you are incorrect. I leave NGUI open, save my map and hit Alt-tab the Ctrl+C to compile. The game launches I am in. All the copying is handle by the GUI. I'm not sure who taught you to use Necros' tool.
FyI the compiler UI on TB 2 RC 4 is broken so another reason to avoid it. also the manual in Windows is currently not working on RC 4. There are plenty of reasons people are coming here asking questions. It's not an elegant solution and no, not everyone is comfortable or knowledgeable about paths and shit.
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