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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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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. 
Hehe... Kinn The Mighty 
<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 
My power fantasies come from rereading my Silver Surfer collection -- I'll add to my list of inspirations. 
D'oh 
but unfortunately I am more like Homer . . .

I'll add Kinn! to my list of inspirations  
Free Edicts Problem 
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 
Nice one, distrans ^_~ 
Also 
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 
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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