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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Hmm 
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 
want to beta test a q1sp? an engine that supports external texture replacement is recommended (fitzquake, tomazquake, ...?) not necessary though. 
Gamma Problem 
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! 
helped me load a map that was over the limit on marksurface, clipnode and lightmaps. :D 
I'm Glad To Hear That 
necros, thanks! 
Necros, The Same Level? 
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... 
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 
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 
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, 
thanks for that. there was no demo though... 
Hmm... 
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, 
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, 
alright, thanks a lot. i appreciate it. it's been hard to get beta testers lately. 
Heh, 
I was joking. Just get email that works! 
File Hosting 
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 
ignore the above post - i've sorted it. 
Eh, 
it was worth a shot 
Oh Bugger 
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 
Then we would see a lot of posts about "did you get my private message?" 
Well, It Could Get Ugly 
But when has that stopped any of us? 
Hosting Problem Solved 
AguirRe 
To reply to your post in the bastion thread - what are marksurfaces exactly? 
Marksurfaces 
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! 
AguirRe 
Thanks for the info. It seems that marksurfaces are a bit of a hit and miss thing.

Also very encouraging to know that the map handled a god/quad blast through, especially now that the monsters produce even more gibs. :)

The final area is tough, but search around for a 666 (easy to find) and a quad (hard to find). 
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