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Screenshotting Doom Properly
#20145 posted by Kinn on 2019/05/02 09:15:25
the correct way would be to play it on a 1993 CRT monitor, and take a photo of the monitor display using a traditional film camera, and then get your photos developed (i dunno where you do this now, i used to take mine to Boots in the 90s) and then post your photo via physical mail to a magazine publishing house that still prints a semi-amateur PC gaming magazine, like the sort you'd see in the 90s, you know the ones with headlines like "Commander Keen Kerbstomps The Konsole Kweens". Finally, get the magazine publishers to send you a copy of the edition containing the print of your photo. Anything less just wouldn't feel proper and retro.
@madfox
#20146 posted by spy on 2019/05/02 14:33:47
depends on the engine you're using
i'd recommend gzdoom [prtscr button]
Ah!
#20147 posted by madfox on 2019/05/02 21:06:07
@-Kinn: As I'm a publisher myself I can take my screenshot with a digital camera, send the picture to my computer, and than ask myself what to do with the blurry picture I got myself. Then I won't offend any magazine publisher, or in this case ID1, who is been that good to deliver the Doom'93 programm for free, on which I run it on a 386 PC.
@-spy: Thanks for the info. I'm aware of the SLADE programm, which give me all possible access to the programm itself.
There are a lot of screenshots published, so it's a bit stupid to ask the question anyway. Me in my ninties adaption was thinking there would really be a F12 button to do so.
Why I want a screenshot? Well, after converting all monsters to Quake1 I thought it a good qc aprehension to do so with the weapons as well.
Blessed the poor of armors, for they will inherate the heavens of weapons.
@madfox
#20148 posted by Tribal on 2019/05/02 21:40:19
I use GZDoom and F12 is the key to take screenshots, but i don't remember if i had to change it or not... anyway, if you are using GZDoom just go to the "customize controls" menu and you can set any key you want to take screenshots
Thanks
#20149 posted by madfox on 2019/05/02 22:27:54
I tried printscreen, but it results in a pink-blue gamma error. Then used my old 386 with VGS (dos screencapture) but then Doom shut of because of the Terminate and Stay Resident prog.
Will try it out anyway.
Sv_startsound: Not Precached
#20150 posted by madfox on 2019/05/04 20:14:49
While I'm modding, I still can't lay my hands on this little error.
I can't help it. Everytime I add a new monster, with its specific alterations, the game stays persistent giving this warning.
Sometimes after a few weeks, or pakking the file to a pak file it disappears.
How does it come? Is it something hard coded or just a flawn in the engine?
#20151 posted by Spike on 2019/05/04 22:52:16
make sure you've called precache_sound() before you call sound() with that name...
some engines allow you to call precache_sound outside of spawn functions while others consider that a fatal error. these permissive engines still expect you to precache, its not fatal to fail to do so but you'll still get warning spam.
secondly, remember that many engines (including quakespasm) are lame and favour files from paks over files outside of them.
(hence why qss and qs display slightly different ordering from the path command).
So yeah, don't put your progs.dat into a pak, at least while still developing your mod.
Yes
#20152 posted by madfox on 2019/05/05 14:40:39
but I precached new sound in a soldier.qc, made a new sound folder for it, the script runs fine in fteqc and still these warnings apear. The sounds come through well.
Can't think of another place to store them, world.qc?
I run the game in quakespasm_spike_ad.
WAD For Original Jrbase1.map
#20153 posted by Izhido on 2019/05/05 18:58:54
Any idea where can one get the gfx/base.wad file that should have come with the example jrbase1.map in the original source code of QuakeEd? I’m working on a MacOS port of the app and would like to run some tests with it.
@-Izhido
#20154 posted by madfox on 2019/05/05 22:04:50
I jumped into my archive, installed the original QuakeEd. Read me shows This is qED(tm) Version 2.0.0126 (26 Jan'1998)
I couldn't find the jrbase1.map, probably a later version.
Maybe you could combine it with the original QUAKE101.WAD.
Here is the original sample file that came with Qed2.
Hope it is of any use.
And
#20155 posted by madfox on 2019/05/05 22:19:02
qedsamp is another one.
This one is slightly larger (2.48Mb).
qedsampq.zip = 1.752Mb
@-madfox
#20156 posted by Izhido on 2019/05/06 05:39:47
Thanks for the help! Alas, the files do not seem to be compatible with what the app needs.
Just to clarify, the app I'm porting is the very, very old QuakeEd written in Objective-C for NeXTstep machines.
Somehow, the app expects a WAD file whose first lump is called precisely PALETTE and contains palette data, followed by many miptextures (and *only* miptextures). I'm not sure that qed, or any of the modern map editors, would have (or generate) files following such a strict sequence and format.
@-izhido
#20157 posted by madfox on 2019/05/06 15:51:37
I only have the light version of qED as it was a commercial programm, but there´s a work around for it.
With adquedit_v13 you can manage to extract the wadfile into specs for *.lmp and *.mip textures. But there's glitch, it will show the texture files in 16bit only and that's really bad.
Solution is to export your texture files to *.bmp 256bit and export them to *.pcx.
From there you can import them in adquedit again and export them to *.lmp. Then import them back again and export them to *.mip files.
I know, it's a bit complicated, but it works. One good thing is that adquedit has the quakepal.lmp stored.
So let's say you've got your directory with quakepal.lmp first, then you start adding the others to it and when you use quake101.wad you'll be able to import them in Wally and compose your own wad file for research.
I know it is quiet a lot of hussle, but as I suspect you're a tester it shouldn'ty be that much work.
Monster_damage
#20160 posted by madfox on 2019/05/07 15:42:37
There is a little overvieuw which counts the maximal damage versus ammunition towards monsters.
I'm eagerly searching for it to finish my level.
Does somebody has it close at hand?
This is probably not what you are looking for but it's helped me in the past.
http://www.celephais.net/board/view_thread.php?id=61262&start=26&end=26#26
Sure
#20162 posted by madfox on 2019/05/07 22:47:22
it's a close goal to reach.
thanks!
Missing Textures In Darkplaces
#20165 posted by sputnik on 2019/05/14 22:49:15
Hi all. About three years ago, I started on my first ever map and got a long way into it before real life got in the way.
I'm coming back to it now and finding that some of the textures seem to be missing in Darkplaces:
https://i.imgur.com/qeL3pUp.jpg
(maps works fine in Quakespasm).
In those three years, I replaced my PC and thought I'd copied the entire Quake directory across so I'm not sure what's gone wrong.
I've tried reinstalling Darkplaces but the textures are still missing.
Any ideas gratefully received. Thanks.
Re: Missing Textures In Darkplaces
#20166 posted by sputnik on 2019/05/15 16:03:04
If only I could delete my previous post.
I found the problem. A .shader file in the ID1/scripts folder. I removed it and bingo! All textures display properly again.
Now to get round to finishing my first ever map ...
Questions About Csaddon For Quake3
#20167 posted by Shambler on 2019/05/15 23:28:31
Questions About Csaddon [EDIT]
Posted by FTE terrain editor, csaddon on 2019/05/15 14:48:19
Hello!
I was making map with landscape for quake3 and when I decided to make landscape with q3 patches I remembered about the csaddon in fte engine. Yesterday I tried it and it works pretty fine but I have some questions about it.
First of all, which type of heightmap is it using? Is it a kind of format which some terrain-editors like worldmachine can use or it is a format which was made only for csaddon editor? And where is it saved? I cant find any heightmap files in maps or in any other folders.
The second question is can I make a lightmap from the sun (q3 shader light) or can I make lightmap for terrain without using any realtime lights? And if I can do that, what exactly should I do?
Thanks, and sorry for my poor English...
#20169 posted by Spike on 2019/05/16 12:03:03
its some private sparse format, split over multiple files (which allows for some massive terrain).
losslessly exporting it to a raw heightmap would take 16gb.
the texture blends (and granularity) is unlikely to be compatible with other programs, and would be about 16 times bigger, and it would still be missing data.
the sections get written into some 'maps/FOO/block_XX_YY.hms' files, which you'll generally find in some annoying homedir location somewhere that everyone forgets about etc.
use the 'path' command at the engine's console and you'll see lots of paths, files usually get written to the first one listed.
or `dir maps/*/*.hms` should include the system path info too (and can list dupes if you have the same file in multiple places - a red colour shows inactive entries).
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