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.
JPL
#2770 posted by aguirRe on 2004/11/22 06:46:11
Maybe the easiest solution for you is to just add the progs.dat from earlier packs that just removes corpses? You'll then have to put your files in a separate dir beneath Quake (e.g. quake\cmc).
Kinn
#2771 posted by JPL on 2004/11/22 06:47:24
Thank for your help.
aguirRe, as well, give me precious advices as you've just did by mail. I will try to update the map tonight, or tomorrow if I didn't found enough time. I really hope I will be lucky and find the good way to solve the problem quiclkly...
I already have some ideas about it, for example some flashing lights are not usefull, and can be removed... (some guys complains about it... so... why not...) As well for some health in hard skill... I can "win" some edicts.. aguirRe told me edict count was near 620 , so trying to reduce it of 30 will for sure help... and this time I will try it in hard to be sure it will works... ;)
So, thank you for your precious informations... As I said before, I'm pretty young in mapping, so I really need feedback and advices from all pros you are, in order to improve myself..
Thx
GTKRadiant
#2772 posted by Zalon on 2004/11/24 18:26:41
I have just changed to use GTKRadiant for mapping, and i would like to know in what dir i should put my textures, and should they be .wad, . png or .tga and what not?
Q1 Wads
#2773 posted by Blitz on 2004/11/24 19:04:41
Should go in Quake/id1/
I don't know about Q2, but Q3 should already be setup correctly if you've not changed the basic directory structure of the game.
Depends
#2774 posted by HeadThump on 2004/11/24 23:56:22
If you don't have GTKRadiant set specifically for Quake, then you will need to use that game as your base file. Earlier versions (personally I wont go near 1.5) did not have Quake I as an option so I keep it set up for Quake III Arena (1.3.11, and 1.4 for Quake 2 and Half-Life)with this file set up Quake III Arena --> BaseQ3 --->Textures ---> Metal (example set of textures), with the .wad textures unpacked and converted to JPEG's.
The versions of Radiant I use don't support .wad files natively except in the case of 1.4 which supports Half-Life wads in the Classic version.
When I am ready to compile the map, I use a seperate set up. AquiRe's tools plus a utility called mapconv which converts Quake2 & Quake3 maps to the quake format (trivial difference really, but they can cause a ton of headaches if not converted).
Two things to watch out for if you are using GTKRadiant. Don't use the mesh feature which is native only to the Quake3 engine and also be aware of the default texture settings. Quake uses a 0.5 ratio and Quake and Quake 2 use 1.0. Trust me on this ;)
Hmm
#2775 posted by Zalon on 2004/11/25 05:47:57
I have tried putting the wads in quake/id1/textures.wad but it looks for some textures dir and can't find it, I know that you can use older version and convert q3>q1 but is that better, to use an older version of GTKRadiant? and what version should i use then?
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