 Here
#243 posted by pushplay on 2003/06/01 18:34:48
I wouldn't know. You might find more help if you asked in one of the french RTCW forums. I know there are at least two active ones.
 Metlslime
#244 posted by ChAiNeR on 2003/06/02 03:12:34
thanks, wasn't quite sure what the toggle thing meant
 Thanks Pushplay
#245 posted by here on 2003/06/02 03:37:00
I go now on RTCW !!!
 Quake 1 And WC1.6 Shareware Help Needed
Ok, on my old comp, WC worked fine. On this new comp, it works fine other than it absolutely refuses to save my settings in the config file. Anyone have a clue as to what would be causing this?
Not the file isn't read-only. :P
 Quake 1 And WC1.6 Shareware Help Needed
Ok, on my old comp, WC worked fine. On this new comp, it works fine other than it absolutely refuses to save my settings in the config file. Anyone have a clue as to what would be causing this?
Not the file isn't read-only. :P
 Quake 1 And WC1.6 Shareware Help Needed
Ok, on my old comp, WC worked fine. On this new comp, it works fine other than it absolutely refuses to save my settings in the config file. Anyone have a clue as to what would be causing this?
Not the file isn't read-only. :P
 TRIPLE POST!
#249 posted by . on 2003/06/02 12:22:00
Ban him.
But with all seriousness, try uninstalling/reinstalling?
 Righto...
#250 posted by distrans on 2003/06/02 21:20:06
Q1/WC1.6/Tyrlite
In the DM version of Usher Recompiled I've got some weapon spawn pads that do not appear in the SP version...no problem, just make 'em func_walls and tag them "not in easy/normal/hard". However, they are lit pads and the light remains whether in DM or SP.
Do I need to change the .fgd so I can lose the lights in SP (is this even possible)? Is there another work around?
 Distrans
#251 posted by Tyrann on 2003/06/02 22:13:21
Give all the lights you want removed a targetname and create a trigger to turn them off that is only present in SP.
 /me Kills The Lights And HUGs Tyrann
#252 posted by distrans on 2003/06/03 02:42:46
thanx T.
 Just Checking...
#253 posted by distrans on 2003/06/04 02:58:03
Q1/WC1.6/Tyrlite
When increasing the flare angle on spotlights do I add and "angle" key or an "angles" key?
 Angle.
#254 posted by metlslime on 2003/06/04 13:34:13
 Ta Metlslime...
#255 posted by distrans on 2003/06/05 01:50:30
 Hmmm
#256 posted by pushplay on 2003/06/05 06:18:45
I've run into an odd problem with my coagula map. I'm trying to make it nice and interesting, but the nuts and bolts of it is that it's a box map that goes straight up. When I fly up to the top 3 meters or so the game acts as though I'm surrounded by an HOM, so I see a still of whatever it is I saw until I went above that height. I know there's supposed to be more map to go, because I built it and I can see stuff up there. I can live with that flaw, because you'd only get up there on a rocket jump, but it's weird.
Is this a limitation of Quake? A compile error?
 So...
#257 posted by pushplay on 2003/06/06 21:16:59
This problem is entirely unique to me and my map?
 Pushplay
#258 posted by Tyrann on 2003/06/07 01:30:51
I haven't seen it before. Make sure you're not building outside the +/-4096 limits. Check if the problem is present before/after vis. Otherwise... I don't know.
 GRAAH!
Anyone know where I can find some detailed info on lighting for RTCW? All I can find are those ditzy "Your First Room" tuts...
 4096 You Say?
#260 posted by pushplay on 2003/06/07 04:15:57
Yeah, that looks like exactly where the problem is. Great, I'll just select everything and move it down some. I've gone as high as I'm going to go, and ground floor is only -256.
 Quake Errors..
#261 posted by ChAiNeR on 2003/06/09 18:05:36
Hi again
i've almost finished my new map (quake 1) but when i tried compiling and playing it i got a bunch of error messages in the quake console. They were something like this:
TOTAL CHANNELS == MAX CHANNELS (x8)
HOST ERROR: TOO MANY STATIC ENTITIES
IF anyone knows what these mean & how to fix them then i'd be grateful if they could let me know. thanks.
 Static Entities
#262 posted by necros on 2003/06/09 19:22:03
are things like walltorches, flames, small flames, light globes...
unfortunatly, you've got too many of them! you'll need to remove some and convert them into regular lights.
 Ahhhh
#263 posted by ChAiNeR on 2003/06/09 20:16:22
that explains it, thanks necros.
I had light prefabs with torches on them throughout the map, i'll try changing some of them to light textures. hope to get this map finished and sent to underworldfan within the next few days :)
 ...
#264 posted by necros on 2003/06/09 20:21:31
Processing hull 0...
---- Brush_LoadEntity ----
----+----+
615 brushes
---- CSGFaces ----
----+----+
3805 brushfaces
4993 csgfaces
2978 mergedfaces
---- SolidBSP ----
----+----\
*** ERROR 42: Didn't split the polygon in SubdivideFace
Elapsed time : 0:01
Peak memory used : 2.0 MB
didn't split the polygon?
i'm using aguiRe's (for real this time :) ) modified treeqbsp.
 Necros, One Or More
#265 posted by aguirRe on 2003/06/10 05:49:58
of your textures are scaled too small. Scale values below 0.2 can cause this error, but it appears to depend on the actual texture/face size as well. Maybe someone can clarify this.
I've made a utility that can enforce a minimum texture scale in a map file but it's probably not a good idea to use it on a map that has very precise texture scaling on small objects. It's very good for quick tests, though.
 One More Thing About Those Error Messages..
#266 posted by ChAiNeR on 2003/06/10 13:17:46
i've taken out alot of the torches now, and the map runs, but i still get the TOTAL CHANNELS == MAX CHANNELS line come up about 10-20 times before it loads. i think i remember seeing this on a large map i downloaded a while back, will it still run fine on all versions of quake?
 Sound Channels
#267 posted by grahf on 2003/06/10 16:14:31
What that means, chainer, is that there are too many sound making things in your map. Torches, grunting monsters, sky and water, ambient sounds, etc, all count towards the total # of sounds allowed, which is fairly low (i think MAX_CHANNELS = 8).
So it will play fine, but when the error comes up, you won't hear some sounds. This can have strange consequences, like firing your gun and no sound being made.
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