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Thanks Preach
I didn't even think to look for updates; I just found the editor with the maps files on a HDD tucked away in an old shoe box. When I fired it up I got some obscure error messages that didn't mean anything to me.
I'll try the latest update and see how it goes.
Much obliged to you.
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No Worries
#21566 posted by
Preach on 2024/09/12 22:40:12
I feel you though, I still depend on Gmax and that got abandoned by AutoDesk 19 years ago. We're all in the business of keeping ancient software alive...
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Glitch On Custom Map
I was making a map, and I had a couple of enforcers targeting a counter (with a count of 2,) and I had it teleport a nailgun onto the platform that the enforcers were on. I made sure that messages were on to make sure that the counter was working, and it was. I also added a trigger_relay, with another message, but after compiling with the new changes, it practically froze after I killed both of the enforcers and activated the trigger_counter, and then the trigger relay. I'm relatively new to mapping and have been following dumptruck_ds's tutorials in order to figure stuff out like teleporting entities, so I'm not very experienced. I can share the map file if needed.
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Using A Mod
#21568 posted by
Preach on 2024/10/17 20:43:42
Hi Clackl. Are you using regular Quake or some kind of mod? If a mod which one?
The reason I ask is that I don't think weapons can go through teleporters in regular Quake. You might have to fake the effect or do something visibly different. For example, you could have the nailgun on a plinth that lowers to the player's level when the enforcers die.
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Necros' Compiling GUI Won't Run Map
#21569 posted by
mynamedeez on 2024/10/21 02:38:28
I'm trying to compile my map and I'm running into these errors:
The system cannot find the file specified.
And In the console in quake it says this:
========= Quake Initialized =========
Add-on server status:
25 add-ons available for download
1 add-on already installed
execing quake.rc
execing default.cfg
execing ironwail.cfg
couldn't exec autoexec.cfg
Couldn't spawn server maps/mymap.bsp
3 demo(s) in loop
I've checked the file paths and Im positive that there aren't any spaces that would mess up the compiling. The .bsp and .map for the map is in id1\maps. I don't know what to do PLEASE HELP!!!!!
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Paths
There are five places in NecrosGUI where you enter paths. Check all of them because this is a path error.
One other thing to check is if you have a info_player_start in the map but that would be a different error.
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FIXED!!! THANK YOU!!!
#21571 posted by
mynamedeez on 2024/10/21 22:23:19
It was a path error. When I had extracted zip file for ericw tools it extracted as a folder within a folder with so the path looked like this:
D:\quakedev\tools\ericw-tools-v0.18.1-win64\ericw-tools-v0.18.1-win64\bin
All I had to do was take the folder out of the folder and delete the extra folder so path looks like this:
D:\quakedev\tools\ericw-tools-v0.18.1-win64\bin
Thank you!!!!
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Nice
I am glad you solved it. There are some good reasons to use the built-in compiler in TrenchBroom as well. It takes a bit of setup which you can read about more here:
https://github.com/4LT/tb-compile-guide/blob/main/README.md
I personally use q1compile
https://github.com/glhrmfrts/q1compile/releases
video here:https://youtu.be/IAhoxXGLce8?si=zEhZvMMaJQns01sm
Lots of options but at least you have it working now necros' GUI is still great!
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Ambient_level Where It's Not Supposed To
#21573 posted by
ranger on 2025/01/27 09:10:00
What causes a map to have issues such as having the wind sound being heard underwater?
And what causes grenades to bounce off the sky?
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Dunno If It'll Help Anyone But
#21574 posted by
ranger on 2025/02/18 17:42:12
I did some eyeballing and calculations...
Quake unit to meters is a factor of ~20
eg
1000 u = 50m