 Hexen 2
I looked into Hexen 2 stuff a while back... yes, you do have to use the Hexen 2 specific compilers, and unfortunately (when I looked, at least) they're pretty basic and didn't include all the fancy things we've come to expect in the updated Quake tools.
However, I last checked something like 2 years ago, so perhaps someone has released some modified tools since then.
 Hmm
#1929 posted by Razumen on 2004/05/16 12:32:58
Well they are still rather basic, although we do have colered lighting and a few other options like minlight, fade and range that's really all.
Maybe I can get Korax to look and see if he can add more options to them. Which compilers that are out are the best right now? I can only think of Tryan's and aguiRe's tools.
 Anyone
#1930 posted by necros on 2004/05/16 15:05:06
want to beta test a q1sp? an engine that supports external texture replacement is recommended (fitzquake, tomazquake, ...?) not necessary though.
 Gamma Problem
#1931 posted by aguirRe on 2004/05/18 12:57:45
Several people seem to have problems setting the gamma (brightness) in my new GLQuake engine. Just add the -gamma x command line option, where x can be e.g. 1.1 or any float value that gives a good result.
GLQuake only sets the gamma at startup, so it doesn't help changing it in-game.
This information has also been added to the readme.
 That Engine Is So Useful!
#1932 posted by necros on 2004/05/18 13:52:27
helped me load a map that was over the limit on marksurface, clipnode and lightmaps. :D
 I'm Glad To Hear That
#1933 posted by aguirRe on 2004/05/18 16:39:26
necros, thanks!
 Necros, The Same Level?
#1934 posted by HeadThump on 2004/05/18 17:15:27
Did you get my e-mails from last week. One of which was quite legnthy though I don't know how useful it may have been.
 Christ...
#1935 posted by necros on 2004/05/18 17:27:12
i hope you backed it up...
the last email i have from you is dated apr30. :\
did you get the reply i sent on the 30th?
 I Found The One Dated May 3
#1936 posted by HeadThump on 2004/05/18 20:33:50
I've just re-sent it.
I believe it to be the lengthy version. Last dated e-mail I have from you is dated April 28.
 I Also Sent A Note
#1937 posted by HeadThump on 2004/05/18 20:40:21
about having difficulties with the demo file play back, and it may need to be broken down with Keygrip due to the legnth -- or just redone from the start at a quicker pace perhaps.
 Ah,
#1938 posted by necros on 2004/05/18 21:14:21
thanks for that. there was no demo though...
 Hmm...
#1939 posted by metlslime on 2004/05/18 21:59:13
Should i have an email thread where people can ask each other whether they recieved various emails? It seems like it would get a lot of use, considering the last few months...
 Metlslime
Just add a private messaging feature so people can use that rather than emailing each other...
Or don't, because that'd be a whole lot of work and not really necessary. I seem to be volunteering you for a lot of work lately, feel free to tell me to get bent. :D
 Metlslime,
#1941 posted by HeadThump on 2004/05/18 23:14:48
I think that would be a really great idea. The conduct of e-mail in these past few months has been unbelieveable. Necros, I'll do another demo run of the map tommorow night (tonight I am one tired little Quake Guy).
 Hehe,
#1942 posted by necros on 2004/05/19 00:35:57
alright, thanks a lot. i appreciate it. it's been hard to get beta testers lately.
 Heh,
#1943 posted by metlslime on 2004/05/19 06:27:14
I was joking. Just get email that works!
 File Hosting
#1944 posted by Kinn on 2004/05/19 08:18:33
Ok, my map is ready to be unleashed on the world, but being a noob I don't have access to any sort of file hosting.
It's a 6 meg zip. Can anyone recommend anything?
 Ignore Above Post
#1945 posted by Kinn on 2004/05/19 09:42:15
ignore the above post - i've sorted it.
 Eh,
#1946 posted by HeadThump on 2004/05/19 11:23:56
it was worth a shot
 Oh Bugger
#1947 posted by Kinn on 2004/05/19 11:57:32
Sorry, it turns out I haven't sorted it at all. Ok, I know this might be a bit of a stretch (being new round here 'n' all), but would anyone here be willing to accept a ~6 meg email attachment and stick it on a server temporarily until I get some hosting sorted out?
 Private Messaging Feature
#1948 posted by pushplay on 2004/05/19 15:38:00
Then we would see a lot of posts about "did you get my private message?"
 Well, It Could Get Ugly
#1949 posted by HeadThump on 2004/05/19 15:41:17
But when has that stopped any of us?
 Hosting Problem Solved
#1950 posted by Kinn on 2004/05/19 17:10:56
.
 AguirRe
#1951 posted by Kinn on 2004/05/20 12:54:38
To reply to your post in the bastion thread - what are marksurfaces exactly?
 Marksurfaces
#1952 posted by aguirRe on 2004/05/20 14:44:01
are contained in one of the many data "lumps" that the compiler and other tools put in the bsp, you can see the amount in the bsp summary at the end of the compiler log.
I don't know what they are exactly, but they're probably related to the faces in the map. Metlslime explained more about them earlier in this thread.
In your bsp, the amount is above 34k and most Q1 engines cannot properly handle more than 32k. There seem to be some fuzzy margin that the amount can be exceeded by without causing obvious problems (like crashes), but I don't know how large this margin is.
I know for sure that exceeding the 32k limit can lead to engine crash. In my engine, you'll get a warning when loading a bsp that exceeds certain limits, e.g. the marksurfaces.
I can't say that you'll have to do something about it; other released maps have exceeded this limit and still seem to work. I only mentioned it because some players seem to experience strange engine behaviour while playing your map and this is one possible cause.
I actually blasted through the entire map in god/quad mode as brutally as possible while running the engine in debug mode to see if anything bad would happen, but nothing did. Only packet overflows, which wasn't very surprising.
The gameplay *was* a bit insane at places. I fear that I might not make it through the later parts alive without cheats ... But I'll try!
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