Arguire
#2726 posted by DaZ on 2004/11/05 08:11:20
I swear there is a bsp compiler that has a command line argument that dumps all the ents in the .map to a seperate file if thats what your after? Unfortunately I cannot for the life of me remember which compiler it is :/ Sorry I cant be more helpful...
Err
#2727 posted by DaZ on 2004/11/05 08:12:01
that would be, "dumps all ents in the *BSP* file"
Grabbing Ents
#2728 posted by Preach on 2004/11/05 08:46:23
Adquedit will export all entities from a bsp into a text file(and will import them back afterwards if you wanted to do the equivalent of a -entsonly compile without the original map source)
Thanks For The
#2729 posted by aguirRe on 2004/11/05 09:08:40
suggestions, my own BspInfo utility can extract entities also, but it won't help in this case. The original entity section is lost if I can't find the map source. The current ent section in the bsp is crippled compared to the original.
EntEd
#2730 posted by Megazoid on 2004/11/05 09:59:52
*tries to help, but probably makes an ass of himself*
Erm... EntEd ?
http://www.quaketerminus.com/tools/EntEd.zip
FOUND THE BUG ....Not All Parts Of The Map Get Lit
#2731 posted by codeboy on 2004/11/09 12:02:50
Its in all clients. See screenshots of day\nite cycling in action. Fix for this
is on website in news
http://www.angelfire.com/pe/skunkworks/free4all.html
Holy Shit.
#2732 posted by necros on 2004/11/09 12:11:11
holy shit.
Holy Shit
#2733 posted by PuLSaR on 2004/11/09 12:18:37
holy shit
Wholly Shit
#2734 posted by Kinn on 2004/11/09 17:39:07
Uh, I mean, Holy Shit!
OMG
#2735 posted by DaZ on 2004/11/09 17:39:18
Airquake!!!!!!!!!
Nehahra Engine
#2736 posted by aguirRe on 2004/11/13 04:58:15
Would there be a general interest in me releasing an updated Nehahra engine?
It would basically contain a merge of the original 2.54 engine and my Enhanced GLQuake features, i.e. hardware gamma support and general increased capacity/robustness.
RE: Nehahra Engine
#2737 posted by Jago on 2004/11/13 07:33:39
LordHavoc was one of the coders responcible for Nehahra and his Darkplaces engine has full Nehahra support.
AquiRe
#2738 posted by R.P.G. on 2004/11/13 09:11:21
I would be interested if you had an option to revert the new particle effects back to the classic Quake ones. Other than that, it doesn't really matter a lot to me.
But it might be useful to other engine moders for some Nehahra engine source to be released, since the original never was.
mmmm... Nehahra FitzQuake...
Nehahra...
#2739 posted by metlslime on 2004/11/13 17:26:13
I am theoretically interested in supporting nehahra in fitzquake. However, the prospect of having to support a seperate network protocol is sort of a turn-off.
RPG
#2740 posted by aguirRe on 2004/11/14 08:35:07
I've changed the trail effects slightly (they were rather thin before) and now you can turn them off via the menu, but as for now you can't revert to vanilla GLQ style.
Btw, the 2.54 source is available from the Nehahra site. Otherwise it would've been a bit difficult for me to make the merge ...
Thanks for the input. If anyone is interested, just let me know.
Need A Little Help
I'm need someone to look at a level I'm working on, it's still pretty early on but I need to finalize some stuff in it before I can move on. This is my first level so I'm having a hard time working out the details of it. If anyone is interested in giving some constructive critisism or even working with on it for a bit drop me an email. I'll explain everything then. Thanks.
Sure
#2742 posted by Blitz on 2004/11/15 20:22:56
I'll take a look at it for you.
send to teh_blitz@comcast.net -- and send it as a .zip or .rar please.
Me Too
#2743 posted by Jago on 2004/11/16 00:18:06
My email is dan.naumov@gmail.com
Color The Light
#2744 posted by GunToten on 2004/11/19 20:58:41
Hey i want the lights in my map to be different colors, but i can't figure out how. If anyone knows can you send me an email at Adudas0817@yahoo.com
Thanks!!
Heh
#2745 posted by Vondur on 2004/11/20 04:26:19
what game?
use google and look for the tutorials...
AguirRe
#2746 posted by Kinn on 2004/11/20 16:04:55
Have you received my recent emails (last few days)? I have had one of them bounce, but it should have been resent.
Kinn
#2747 posted by aguirRe on 2004/11/20 18:10:32
The last I've got from you is dated Nov 19th 14:08 and is a reply to my initial comments. Since then I've sent you several emails regarding the skybox orientation issue. Have you received them?
AguirRe
#2748 posted by Kinn on 2004/11/21 05:49:28
Yes, I seem to have received the skybox emails ok, and I sent replies to each of them as I received them, so I guess there are at least three of my emails which you haven't got yet :(
Looking back over the skybox emails, and my comments, I think the general consensus is that DarkPlaces is doing it wrong, and FitzQuake/Nehahra/Quake2/3DSMax is doing it correctly. If we could get all the custom engines to use the correct convention, then it would be problem solved.
But getting all the engine coders to agree on a standard is the real trick, isn't it? ;)
Personally, if I could just get DarkPlaces to use the "correct" orientation/naming convention, I would be a happy bunny. I'm not really bothered about the other engines that do it differently (Tomaz/Telejano etc.)
I Agree
#2749 posted by aguirRe on 2004/11/21 06:28:37
to your conclusion.
I still haven't got any replies though ... Please try using one of my other email accounts.
Skybox Update
#2750 posted by Kinn on 2004/11/21 07:33:15
just been speaking to LordHavoc in #tf and DP now does the correct orientation, so as far as I am concerned, the problem has been solved.
|