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.
Great
#2751 posted by aguirRe on 2004/11/21 07:59:50
Now you'll just have to move the sun ...
Nah
#2752 posted by Kinn on 2004/11/21 08:30:41
I'll just alter the skybox
.Wad Manipulation On A Mac
#2753 posted by R.P.G. on 2004/11/21 09:04:17
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
#2754 posted by aguirRe on 2004/11/21 10:16:12
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
#2755 posted by aguirRe on 2004/11/21 10:20:37
Fitzquake Crash
#2756 posted by Kinn on 2004/11/21 13:44:27
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
#2757 posted by R.P.G. on 2004/11/21 13:50:33
Thanks for the link and the idea.
SZ_GetSpace
#2758 posted by aguirRe on 2004/11/21 14:56:38
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,
#2759 posted by necros on 2004/11/21 15:46:33
i'm not sure, but i think you need to remove bmodels (func_*, trigger_* etc...) to fix that... not sure though...
Just Checked
#2760 posted by aguirRe on 2004/11/21 16:00:01
It's the signon buffer that overflows, you'll need about 8.5k to handle startup (on Normal).
I Take It
#2761 posted by Kinn on 2004/11/21 16:27:12
the size of the signon buffer is hard-coded in the engine, i.e. not specifiable at the command line?
It's
#2762 posted by aguirRe on 2004/11/21 19:23:17
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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