 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.
 Hehe... Kinn The Mighty
#2763 posted by distrans on 2004/11/21 22:32:53
<aguiRe> Great, now you'll just have to move the sun...
*Kinn is now also known as Apollo
<Kinn> Nah, I'll just alter the sky...
*Kinn is now also known as Jupiter
 Lol
#2764 posted by HeadThump on 2004/11/21 22:47:05
My power fantasies come from rereading my Silver Surfer collection -- I'll add to my list of inspirations.
 D'oh
#2765 posted by HeadThump on 2004/11/21 22:48:29
but unfortunately I am more like Homer . . .
I'll add Kinn! to my list of inspirations
 Free Edicts Problem
#2766 posted by JPL on 2004/11/22 02:10:40
Well, as you certainly noticed, I've released my latest map called CMC last saturday. I have a big problem in hard skill: suddenly during the game, a "No Free Edicts" error occurs. My quesion is: what is this fucking error, and how could I solve it ??
 Lol
#2767 posted by Kinn on 2004/11/22 03:08:50
Nice one, distrans ^_~
 Also
#2768 posted by Kinn on 2004/11/22 03:32:25
aguirRe: that warning should be useful. I guess reducing the number of edicts present at startup would be the solution then?
JPLambert: No need to get stressed out. "No Free Edicts" just means you have too many entities in the level at a given moment. I believe if the number of edicts exceeds 600, then the game will exit with this error. The obvious way of solving this is to reduce the number of entities in your map. Of course, there are loads of edict-reducing QC changes you can make, but that might be a bit daunting if you're not into the whole QC thing. For example, in the original Quake progs.dat, items don't actually get removed from the level when you pick them up (this allows for deathmatch respawn, but in single player it is useless and can contribute to edict overflow). Making items remove themselves properly is a good start.
Another reasonably easy one (and something I make use of extensively in my Marcher map), reduces the need for multiple trigger relays, by giving triggers something akin to Half-Life style "multi-manager" type behaviour, with new fields .target1-5 and .delay1-5 . These work just like the normal target/delay combos and let me use a single entity to trigger up to 6 staggered events. It's an easy one to incorporate, because all you have to do is modify the SUB_UseTargets function to look for these new fields and take the appropriate action.
 Kinn
#2769 posted by aguirRe on 2004/11/22 06:42:50
Take a look in the file sv_main.c (found in glquakebjp.zip), function SV_CreateBaseline. In that function the server goes through the entities and creates a baseline which is sent to the client.
If the total size of this baseline is larger than 8k, normal engines will abort here. I've put my check at the end of this function.
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