#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.
@mukor
"bad info"
"FyI the compiler UI on TB 2 RC 4 on OSX is broken so another small reason to avoid it."
#19330 posted by muk on 2017/12/28 09:14:18
The compiler isnt broken so as its completely unusable. They already got it set up minus the fact they were starting their .maps in the /maps directory.
Maybe if theyre deleting a profile:
https://github.com/kduske/TrenchBroom/issues/1917
Or how if you stop the compiling process earlier, a compiling tool might hang:
https://github.com/kduske/TrenchBroom/issues/1864
But not so broken as to completely discourage its use in favor of another tool that just does the same thing.
Heres a better screenshot with the proper tools shown.
https://cdn.discordapp.com/attachments/292236297173467138/395847224699125760/unknown.png
The one i linked earlier shows q3 tools, i think.
The only thing that will be different on yours is where your tools are...and to set that up...click the dots circled in green.
Jesus man I am giving a newb options here why the last word BS? And you didn't acknowledge you are wrong about Necros' GUI.
Some of us literally don't have to time to research this shit and need something that works out of the box. I'm simply trying to help and get pissed when people relay bad info.
You even started your own GUI ffs.
Peace Muk. Let's help people by giving them options huh?
#19332 posted by muk on 2017/12/28 09:28:31
yeah, ive tried using NCGUI and couldnt get it to work as seamlessly as I got TBs GUI working for me.
I recommended it to someone and even they couldnt get it working.
NCGUI isnt as intuitive as one would think.
:shrug:
also, my compiler frontend isnt a gui. its a batch file :P and i made it because NCGUI cant compile batches of maps.
#19333 posted by muk on 2017/12/28 09:32:36
and yes i stand corrected on those point i wrongly asserted.
Dumptruck
#19335 posted by SleepwalkR on 2017/12/28 12:57:28
How is the compilation UI broken on OSX? I know it has problems, but I didn't know it doesn't work at all.
Compiler Wars? No, We've Got Compiler UI Wars Now...
#19336 posted by PRITCHARD on 2017/12/28 13:45:26
All I want for christmas new years is for the TB2 compiler UI to be able to launch engines ;-;
Damage Riding Func_door Downwards
#19337 posted by SavageX on 2017/12/28 14:32:44
I'm currently working on a small set piece with a descending floor, with the floor being a slow-moving func_door.
In Quakespasm I can easily receive damage in certain spots, sometimes being squished withing fractions of a second ("player was squished") despite the func_door having a dmg of 0. There is no obvious obstacle. Same in Mark V.
In Darkplaces everything is fine, but then again DP's collision system works differently.
Is there something a mapper can do to create safe door rides?
Is your host_maxfps bigger than 72?
@sleepwalker
You have to enter the paths to compilers manually in rc4. The "..." Buttons don't work. There was a Git report on this quite a while ago.
I'd.linknto it but I am on my phone and can barely read this text right now.
I don't use OS X any longer. I just bring a pc laptop to work when I can map there on slow days.
@otp
#19340 posted by SavageX on 2017/12/28 14:48:32
host_maxfps is 72.
Tested also in WinQuake. Same problem, so this is "vanilla".
I'm using ericw-tools (qbsp / TyrUtils ericw-v0.15.11) to compile things. Using hmap2's BSP stage doesn't change anything.
I zipped up .map and .bsp at https://maikmerten.de/stickylift.zip - can somebody have a look? Just push the button and keep standing there, that's one spot that seems troublesome for no apparent reason.
Still Squishy
#19341 posted by SavageX on 2017/12/29 09:28:28
tried turning the descending floor into a train. Doesn't change the getting-squished problem. Hmmm.
Okay....
#19342 posted by SavageX on 2017/12/29 09:47:05
so, I decreased host_maxfps to 36 and the problems seem to go away. Of course, this is not a solution.
Instead, increasing the movement speed from 25 to 35 qu/s seems to fix/alleviate the problem as well. I guess that the platform has to travel a minimum distance between physics tics to avoid problems. This can be done by lowering fps (host_maxfps) or by increasing the speed.
Darkplaces has the physics decoupled from the rendering fps, so that may explain why DP had no problems.
Does this make any sense to engine devs?
how do I get a trigger_push (wind tunnel) to push up or down?
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