#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?
J.A.C.K Configuration Help Needed
#19346 posted by owlyoop on 2017/12/31 18:06:02
I have a lot of experience with hammer and its compiler, but I wanted to try my hand at quake mapping
I am having trouble setting up the jack directories and compiling a simple map. I have the free version of jack and quake on steam.
Here's my compile log: https://pastebin.com/pT9vJfp4
The relevant part I think is the "Token too large on line 6". I tried googling this and it looks like it happens when a map has too many wads, but I only have 2.
Here's the directories I have, I do not know if they are right. https://imgur.com/ZlFmgRC
Hrm
#19347 posted by Qmaster on 2017/12/31 19:50:32
I believe it is the string of wads having more than 256 characters. E.g. "C:/Path/wad1.wad,C:/Path/wad2.wad,...wadn.wad" where path goes to your steam directory.
I believe ericw's compile tools fix this:
http://celephais.net/board/view_thread.php?id=61542&start=1
These are the ONLY compile tools you should be using for Quake.
#19348 posted by owlyoop on 2017/12/31 20:24:17
That fixed it for me, thanks!
Level Optimization?
#19350 posted by rizzoislandgame on 2018/01/01 20:30:40
So I’m using the makaqu engine to run a full on game I’m making, but it doesn’t seem to run at a consistent framerate. Is there any command line optimizations that can make it run smoother and use less memory? The one thing that is bugging me is that it says I have a leak in the compiler when there are none! It’s really weird. Can anyone help?
#19351 posted by ericw on 2018/01/01 21:38:42
You'll need to fix the leak and run vis to get good performance. If qbsp reports a leak it should save a .pts file, open this in TrenchBroom or jack, or type "pointfile" in the console in quake to help find the problem.
I’ll Try That!
#19352 posted by rizzoislandgame on 2018/01/01 22:40:54
I’ll try to do that when I get home! Thx!
AD: Swinging Sign
#19353 posted by damage_inc on 2018/01/03 06:01:23
Could I use a func_train to create a slightly swinging/swaying sign?
Or more precisely, what would be the best way to go about this, if possible?
It's just for ambience, will be coupled with an ambient_custom sound.
Yes You Can
#19354 posted by Redfield on 2018/01/03 06:26:22
You can certainly do this sort of thing with func_train in but it depends on what your vision is. I am picturing say a sign hanging in front of a Western Saloon. The sign will swing back and forth ever so slightly.
You can do this put your 2 path corners very close together, say 8 units. And give it a very slow speed key <40. The problem is there isn't really a great way to make the "rope" holding the sign sway accurately because in reality it would pivot around the point it is secured at. You could ignore this and just make the ropes very small (1 unit) in width so there lack of movement is not as noticeable, or just make the ropes move with the train, but it might look awkward.
I think ORL made flapping flag posts with func trains moving extremely fast over small distance. Its an optical effect.
Or make a .mdl and give it animation frames...
|