Looks great in map, for now without func_detail and _phong 1
https://imgur.com/a/o7j4rpZ
Grid 0.125 For Life Yeah \m/
#20346 posted by
Shambler on 2019/11/04 19:33:22
"I Wouldn't Inflict That On You!"
#20348 posted by
geraintwd on 2019/11/08 01:50:48
So is Q2 mapping not really a thing now? Genuine question, since I've been out of the game for a long time and have just started resurrecting a project that I started about 20 years ago.
Cheers
@geraintwd
As far as I have heard there are still MP and "jump" maps being created. We have a small group of Quake 2 enthusiast on the Quake Mapping Discord with a dedicated #q2-mapping-etc channel.
I know a few of the regulars there are interested in giving Quake 2 SP mapping a spin. Including myself. Most likely in the new year for me as I am finishing up a project.
Come say hi:
https://discordapp.com/invite/j5xh8QT
Someone created a TrenchBroom importer for Godot:
https://github.com/ShiftyAxel/Qodot
@misc_poster
#20353 posted by
Thulsa on 2019/12/01 21:56:53
Cool find, I was recently wondering if there's any sort of support for Quake content in Godot. Too bad that most implementations that aren't derived from Quake support the simplest subset of data formats (either .map or .bsp) and are not concerned with gameplay portion of Quake at all (progs, client-server, etc.). But I guess people work on what they find the most interesting, typically rendering. ;)
#20354 posted by
Hipshot on 2019/12/02 13:01:12
Hey
You guys have any idea where I can get a hold of a Wrath ent def file? It's kinda tedious to write your own, trying to figure out all that stuff =)
AD Item Offset/rotation
How do I disable it? I'm using jackhammer 1.1.1064 (latest freebie version available) and AD 1.70 P1 with included fgd.
There are a couple of parameters in worldspawn properties that regulate offset and rotation but they have no effect. I tried both Ericw and TyrUtils qbsps, with the same result - items are still rotated/offseted randomly, and will not spawn at all if they dont have more than 64x64 space around them.
There is "Floating" flag that solves the not spawning issue, but it makes items clip through world geometry because they are still offset randomly, but this time with no regard for surroundings.
#20357 posted by
Joel B on 2019/12/04 18:51:11
Yeah the worldspawn keys don't apply anymore in latest AD I think.
You can set an explicit nonzero angle on the item to stop the random rotation. If you really want explicit angle zero, then use 360 instead.
Works For Me, Thanks!
But what about position offset?
#20359 posted by
Joel B on 2019/12/04 21:27:53
I think that particular worldspawn key DOES still work. I.e. try setting no_item_offset to 1 for worldspawn.
Yea, apparently "enabled" is actually "disabled". Worked, thanks!
No Spawn Function For: Func_detail_illusionary
Console spits this error for every func_detail_illusionary in the map. Am I doing something wrong or this entity just broken? No errors during compilation, playing with quakespasm.
#20364
#20365 posted by
Kinn on 2019/12/12 13:52:24
You need to use ericw's compilers.
That ent is just used by his compilers. It will be stripped out of the bsp.
In general, ericw's compilers are the only compilers anyone should even be thinking about using, at this stage.
https://ericwa.github.io/ericw-tools/
Argh! Hunk_Alloc
Help!
One year of work and now I got this message after compiling: "Hunk_Alloc: failed on 67108896 bytes".
if I read the crashreport right, "ERROR: SymGetLineFromAddr64" it means stack overflow.
Does someone know what this means and how to repair it?
Gotta Alloc More Hunks, Bro
#20369 posted by
Shambler on 2019/12/19 20:20:52
Try your local gym.
Errrr, could mean needing to allocate more RAM, IIRC? try -heapsize 256000 or similar in your Quake exe shortcut.