#2573 posted by Spike on 2017/05/25 15:50:04
engine -basedir ${GAME_DIR_PATH} -window +map foo
or something.
(or +set fs_basedir foo for q2/q3)
some engines ignore -basedir. those engines are annoying.
an explicit path should always take precedence over a fallback/guess.
That said, default compile rules for TB would be really nice... it would save quite a bit of frustraction... at least until someone uses a path with spaces in it, anyway.
@metlslime
#2574 posted by Baker on 2017/05/25 16:41:36
Hehe
(I didn't have Spike in mind. He even has a different objection than I've seen before )
/@Spike - Mark V honors basedir and can handle paths with spaces in them like -basedir "Path to Quake".
RC4 Stable Om Win 10 Laptop
I've been pushing TB2 pretty hard this week especially using undo many more times than I would ordinarily do while mapping (a dozen or more steps back) and have had zero issues. Am I dreaming or did some of the default keyboard shortcut change or go away though? I think the only weird thing I've noticed was the transparency bug noted elsewhere on this thread and on Github. Amazing work guys.
Qmaster
#2576 posted by
Drew on 2017/05/27 01:33:12
I never knew about this functionality in Hammer!
#2573
#2577 posted by
PRITCHARD on 2017/05/28 12:38:16
I was able to make that work with QS, but only by using a fully-qualified path rather than the ${GAME_DIR_PATH} one you suggested. Did your suggestion work for you? Maybe there's something wrong with how my environment is set up.
#2578 posted by
muk on 2017/05/28 16:08:15
I remember someone setting up their preferred engine in one of the "Tool" slots in the compiler. Bit more intuitive, imo.
@mukor
#2579 posted by
PRITCHARD on 2017/05/29 01:35:15
That's what I've done. It's nice because it only takes one click to start the process and when it's done you're instantly in-game with your map.
It's less nice because of all the issues I've had trying to make it work with something that isn't MarkV.
@Drew
#2580 posted by
Qmaster on 2017/05/30 18:47:24
Pretty much the only reason I use JACK more. That and primitives.
All on Sleepwalkr's list I'd imagine.
Esrael
#2581 posted by
negke on 2017/06/02 14:33:52
If you read this, please contact me. It's about your TofuQake (hehe).
Not A Bug, Just An Unhelpful Error Message
#2584 posted by
negke on 2017/06/17 13:58:31
In the Open window select Map Format "Valve".
Valve?
#2585 posted by
Mugwump on 2017/06/17 14:02:38
...but it's a Quake level! And it doesn't happen with any other Quake map I've tried to load. Why is this happening?
#2586 posted by
muk on 2017/06/17 15:35:19
Because that map you are trying to load uses "Valve" texture mode. Most other dont/didnt until recently.
Feature Suggestion: Relative Light Adjustments
I posted this on Github but thought I'd share for discussion.
I'm an video editor and in my editing software I can raise audio levels relative to each other. So if one track is -5dB and another is 5 I can raise them both simultaneously by 2 dB to make them -3 and 7. A real time saver when mixing audio. This gave me an idea for TB. It would be great to be able to select multiple lights and raise their values relatively as opposed to just absolute values. I'm not sure if this would apply to any other key/values. Nothing else comes to mind. It would be wonderful to tweak lighting in large areas in one operation. Just an idea!
Door Angles
#2590 posted by
Ilpadrino on 2017/06/25 04:26:08
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials.
Door Angles
#2591 posted by
Ilpadrino on 2017/06/25 04:26:08
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials.
Door Angles
#2592 posted by
Ilpadrino on 2017/06/25 04:26:10
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials.
Door Angles
#2593 posted by
Ilpadrino on 2017/06/25 04:26:13
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials.
Door Angles
#2594 posted by
Ilpadrino on 2017/06/25 04:26:16
Is there an easier way to set door angles then entering numbers? Just looking for some TB tutorials.
@Ilpadrino
Not really. But entering numbers is pretty simple once you get used to it. If you are looking to easily figure out the correct angle just add a monster near your door and turn him facing the direction you want to door to move, note his angle and use this value. I am horrible with this stuff so I had to come up with little tricks like this.
See example
here
Also up is -1 and down is -2 in the angle key/value.
I Plan On Doing Some Video Tutorials BTW
Won't happen until after MapJam 9999 but if you need help post here. I am on here multiple times a day.