#277 posted by SR on 2021/09/15 08:06:02
I've encountered a bug with incorrect spawning monsters in my old map and the newer one, which is not released yet. I've tried two different revisions of qss and in them monsters spawn differently. Anyway the both revisions have that problem (2021-03-06 and 2021-09-13). I can fix it by moving monsters above the ground or in a diffrent place in trenchbroom, but it still annoying. The maps work flawlessly in Quakespasm and DarkPlaces.
#278 posted by SR on 2021/09/15 08:26:56
The map that doesn't work correctly with QSS if you want to check it:
https://www.quaddicted.com/filebase/pillars.zip
The main problem with some monsters in the teleporter closets.
#279 posted by SR on 2021/09/15 08:36:51
Also, my newer map works fine in the old revision of QSS but it's messy in the latest one.
 QSS Version?
Have you checked out the latest version with your maps. I thought this might have been fixed but i have no idea. QSS releases can be confusing as you can read above.
No matter what these issues have affected other maps as well.
 It Would Help
If there was a changelog on the QSS website. I assume most of the updates these days are for Quake Enhanced, but not sure.
 Dumptruck_ds
#282 posted by SR on 2021/09/17 06:42:18
I've tried the latest one i think, form QSS website.
#283 posted by SR on 2021/09/17 06:43:22
*from the QSS website
 @SR
#284 posted by Tribal on 2021/09/17 14:24:36
Did you already tried to change the console command:
sv_gameplayfix_setmodelrealbox ?
QSS has it turned on (1) by default, so the engine takes the real size of the enemy model instead of the size registered inside the QCs files.
I noticed that turning it off (0) can solve a lot of problems like enemies stuck in floors or walls.
 Bounding Boxes
#285 posted by mh on 2021/09/17 15:39:07
This problem happens because Quake has two different bounding boxes for it's MDLs. The physics box for clipping, and the geometry box for frustum culling. The physics box size needs to be what it is because of the BSP hulls.
The problem occurs when well-meaning engine coders intend to calculate an accurate culling box (which GLQuake gets wrong) but end up changing the physics box too.
The MDL format actually includes per-frame culling boxes so these don't need to be recalculated at all, they just need to be loaded and used properly.
 Sv_set_this
Setting an undocumented cvar shouldn't be required to play a map.
How does one know about a cvar if there's no changelog and no documentation?
 @Tribal
#287 posted by SR on 2021/09/17 17:37:51
Tried and it didn't help.
 In The Meantime
There have been a few updates to QSS. Maybe it got fixed?
#289 posted by 7yn1c on 2021/10/15 00:24:09
> MD3 model support, basic IQM support.
What does "basic IQM" mean?
 IQM
Short for "Inter-Quake Model". It is (or was?) intended as a replacement for MD5 and SMD skeletal animation formats. It was used in Cube 2: Sauerbraten.
If you want to read a bit more about it:
http://sauerbraten.org/iqm/
Anyway, I don't think it's a relevant feature for the average Quake player, rather a feature to cover all bases.
 100% Crash On QSS Version 0.94.1 And Higher
#291 posted by Andrew on 2021/11/21 15:40:23
Starting from version 0.94.1 and higher the QSS engine constantly crashes when switching between replacing models with MD5 from Quake Release and standard MDL models of Quake ID1 and then loading another map or restarting. Moreover it was tested with upgraded folders (particles/progs/textures, etc.) and with a standard ID1 folder and without MD5 models. All the same, versions 0.94.1-0.94.2 100% crashes when switching and loading another map or restart. On QSS version 0.94.0, everything works fine. Who solved this problem and how?
 QSS Error
#292 posted by CV on 2021/12/06 15:59:27
QS already fixed:
Changes in 0.94.3
Allow loading textures not aligned to 16 pixels and warn about them.
QSS 14.10.21:
https://quaketastic.com/files/screen_shots/qss_error.jpg
 Re: QSS Error
#293 posted by szo on 2021/12/06 16:46:42
Which mod is this with?
 Arcane Dimensions
#294 posted by CV on 2021/12/06 17:17:42
Texture 64x8 pix.
 #294
#295 posted by szo on 2021/12/06 17:32:51
I scanned ad-1.8p1, found nothing named 'litebary'. Which map is this?
BTW, the fix in qs-0.94.3 is _not_ meant as a free passport to used non-16-aligned textures: it is an open warning so the modded should fix his thing for compatibility with every other engine.
#296 posted by metlslime on 2021/12/06 17:44:19
That seems more like a bug in AD, since that is not a valid size for a texture in vanilla quake (therefore most engines)
#297 posted by mh on 2021/12/06 17:52:57
Just to be clear - the 16-alignment requirement only applies to BSP textures, and the reason for it is for storing all 4 miplevels for use by the software renderer; so: 16, 8, 4, 1 are the minimum allowed dimensions for each miplevel.
The requirement doesn't apply to other texture types.
#298 posted by szo on 2021/12/06 17:59:33
That seems more like a bug in AD, since that is not a valid size for a texture in vanilla quake (therefore most engines)
Indeed it is a bug (just like the bad sky textures sizes in ad_tears), but, as I said, what I can't find is the specific texture mentioned in #292 in ad1.8, i.e. this particular issue doesn't actually seem to be in pristine ad1.8 release.
 #297 - Ignore The Brain Fart
#299 posted by mh on 2021/12/06 18:31:30
 This Is Texture From Custom Wad
#300 posted by CV on 2021/12/06 18:45:52
for my wip map. Of course I have already changed the texture size to 64x16 and error gone. But there is few custom wads with such "nonstandard" textures and now in Quake enhanced too. Ericw tools compiled map with this texture as usual.
 Same Error Appearing
#301 posted by CV on 2021/12/06 18:48:53
while trying to run horde2 map from 2-nd updated mg1 episode.
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