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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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AquiRe 
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... 
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 
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 
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 
My email is dan.naumov@gmail.com 
Color The Light 
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 
what game?
use google and look for the tutorials... 
AguirRe 
Have you received my recent emails (last few days)? I have had one of them bounce, but it should have been resent. 
Kinn 
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 
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 
to your conclusion.

I still haven't got any replies though ... Please try using one of my other email accounts. 
Skybox Update 
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. 
Great 
Now you'll just have to move the sun ... 
Nah 
I'll just alter the skybox 
.Wad Manipulation On A Mac 
I'm trying to help a Mac user via e-mail. He's trying to extract the textures from RPGDM1.bsp and put them back into the original .wad names. He says he can't find any .wad manipulation programs for the Mac. Does anyone know of any programs I could suggest to him? 
Is Emulation 
an option? If so, he'll have a larger selection of tools to choose from. Speed shouldn't be an issue here. 
Just Found This 
Fitzquake Crash 
Ok, my map is now under the edicts limit, and static ents limit. However, FitzQuake still won't load it. I get the following error:

SZ_GetSpace: overflow without allowoverflow set 
AguiRe 
Thanks for the link and the idea. 
SZ_GetSpace 
at startup is probably caused by overflow of the so called server signon buffer (default 8k, I've raised it to 64k, same as DP). This contains initial information about the map that gets larger the more entities there are.

Increasing this buffer might cause net protocol incompatibility.

I can't say for sure though without debugging the engine. I'll try to check with the map version I have. 
Kinn, 
i'm not sure, but i think you need to remove bmodels (func_*, trigger_* etc...) to fix that... not sure though... 
Just Checked 
It's the signon buffer that overflows, you'll need about 8.5k to handle startup (on Normal). 
I Take It 
the size of the signon buffer is hard-coded in the engine, i.e. not specifiable at the command line? 
It's 
hardcoded and it wouldn't be very wise to have it flexible since it breaks net compatibility.

Btw, I've now added a warning in my engines if the signon buffer exceeds 8k. 
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