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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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Mail Sent 
I'll have a gander at the new WQ 1.22 :) 
Guys 
q1 is dead, as this board proves :\/ 
Q1 Is Dead? 
There isn't even a game called "q1", or "Quake 1" for that matter, There is however, games called "Quake", "Quake II", and "Quake III Arena", (plus mission packs of course".

All of which are still showing signs of life, As this board proves 
 
wasnt quake2 a game on its own that had nothing to do with quake1? i remember reading the planetquake fuck and they said something like this. and if its true, i wish they had named it differntly.

hell yes 
Kinn 
You wrote above "Mail Sent", should I assume that you really meant "Mail Received" and that you haven't yet replied to me? 
AguirRe 
No, i did send an email on the 16th, but i'll resend :) 
Re: <blank> 
wasnt quake2 a game on its own that had nothing to do with quake1? i remember reading the planetquake fuck and they said something like this. and if its true, i wish they had named it differntly.

I seem to recall some id guy saying in a .plan that they originally wanted to name it "Wor", but that may have violated someone's trademark so they went with "Quake II". I couldn't find the original .plan though, so I have no source to back up my assertion. 
RPG 
you have no source to back up your ass 
Kell 
Fullvis of terrain map is finally done after almost 161 hours. Your original estimation of one week was pretty accurate. Now we at least have a reference for improvements. 
AguiRe 
Excellent. Thanks :)

How's the framrate now it's vised...? ( dare I ask ) 
Aguire 
is there anyway you could add these features to your glquake version?
1- gl_clear defaulting to 1, with same grey void color (or at least ability to change it?)
2- in noclip mode, having flymode movement instead of just walking on the plane you are on when you issue the 'noclip' command.

I only ask because most of these I use in fitzquake to debug/leakhunt maps in development, but as I'm working on sm82 its huge visdata crashes most all other engines, so I have been using your glquake.

I've also always thought it would be cool if there was a command that flew the player through the path of the pointfile in order to better hunt down leaks, etc.

Anyways, just some ideas. 
Kell 
This is an extract from the vis.log:

average leafs visible: 819
max leafs visible: 2198 near (1792 -538 1120)
c_chains: 2193464855
visdatasize: 483 kb compressed from 807 kb
Session time : 160h 44m


Fps depends on the player's system, I didn't have any problems even before vis. What's maybe more interesting is to use the r_draworder cvar of WinQuake to see how far the engine see, especially over rocks. It appears to me that pulling down sky should help in this map. 
Ray 
You can change the value of cvars in your cfg files at startup (or use a key to set god/notarget/gl_clear etc), I can't see any obvious reason to change the default.

Adding r_clearcolor cvar like WinQuake I can look into (if it's reasonably easy to implement). I actually prefer the bright red; I haven't found any better for leak/HOM hunting.

The noclip behaviour is absolutely my preference, I never liked the Q2 variant. Again, I can see if it's easy to add this alternative (like FQ).

Auto-flying through leak trail sounds a bit esoteric ...

Thanks for the suggestions. 
Aguire: 
"The noclip behaviour is absolutely my preference, I never liked the Q2 variant."
You like being stuck at the same height when noclipping? Why? 
Notray: 
if you use gtkr, you can just load the .pts file as a .lin file in the editor to fix leaks. 
Ray 
If I haven't screwed up the basic CnP job from FQ, r_clearcolor (GL: default 251 = bright red, Win: default 2 = dark grey) and sv_altnoclip (default 0) are now in and seem to be working in both engines.

Jago: Well, for me it's easier to move in noclip like that. If I want to slide up or down at the same time, I just press D/C (swim up/down) as usual. 
AguirRe 
average leafs visible: 819
max leafs visible: 2198 near (1792 -538 1120)
c_chains: 2193464855
visdatasize: 483 kb compressed from 807 kb
Session time : 160h 44m


Hello, I have a similar message after a fast vis process for my last map, and it's the first time I see this... Is it a real problem, or simply an information message ??? I'm able to run FitzQuake without any HOM/leak problems, and all seems to work correctly, so what must I do (if there's something to do) ???
Thanks... 
The Above Info 
is just statistics about the vis run. If you get warnings or errors in your vis printout, either show it here or send it to me and I'll take a look at it. 
AguirRe 
I've no warnings/error (thanks to the Lord) during any process, and the above informations appeared after a "long" fastvis process... It appeared yesterday night, so I was a little confused seeing these messages...
Well, it's not a real problem in your opinion... anyway, thank you for your help... 
Re: 2392 
wor? hehe. it would have nice it they had used stroggos or something. im still sad about it them using quake2. but then, there is gonna be a quake4! fuck yes! 
How Did That Rule Go? 
The even numbered Quakes suck? 
D3 Mapping 
um... this may seem like a stupid question, but how does one map for d3 with gtkradiant, and not the built in gtk/qeradiant version in d3? 
Hmmm 
Not that I think Quake II sucked, although it would be my least fav Quake, lets hope the "rule" gets broken with #4 
Necros 
you can't GTKRadiant doesn't have any support for D3. There is a version in the works with D3 support, and a beta version Ive seen going around but its seriously broke right now and not working using.

I would imagine will probably be 2-3 months until a good working build of GTKR is out with D3 support. 
.... 
working = worth
meh 
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