Qmap.org
#3065 posted by slake on 2004/01/17 05:53:44
Just thought I would let people know that http://qmap.org should now point here. No longer a useless domain! Good to see my little pig icon lives on in func_msgboard :)
Keep the scene going,
slake (skull)
Thanks, Slake.
#3066 posted by R.P.G. on 2004/01/17 17:38:47
nt
Slake:
#3067 posted by metlslime on 2004/01/17 19:42:18
Very cool.
You really don't need a copyright message, however :)
Hosting?
#3068 posted by ProdigyXL on 2004/01/18 01:25:12
I'm lookin to dump my pq account, and the Spawnpoint thing fell through. Anyone got suggestions for either cheap .com companies or if anyone is willing to host me?
Hosting
#3069 posted by pushplay on 2004/01/18 02:23:44
Globat is 7.50 a month and reasonably full featured.
http://www.globat.com/
You could do worse.
Prodigy
#3070 posted by GibFest on 2004/01/18 07:47:03
http://www.t35.com/ Try this it's free and has php support if you need it, no Mysql tho im afraid. I have http://d4vee.t35.com
Hosting
#3071 posted by waka on 2004/01/18 16:08:56
If you live in the NA, then the deal monsto linked is a really good one.
check this thread for more info:
http://www.metafilter.com/mefi/29587
They're going the viral marketing route. So the catch is that they treat you like the divas you are, hoping that you'll pimp their services to your friends.
Starbreeze Level Editor Released - Supporting For Enclave And Quake !
#3072 posted by cyBeAr on 2004/01/18 17:57:23
http://www.o3games.com/sbz/EN_PlainPage.asp?id=2215
me and wrath should be able to answer some questions about using it since we've worked with it.
I Thought Wrath Just Was Evil
#3073 posted by czg on 2004/01/18 18:03:30
I didn't know he could answer questions too...
Enclave Editor
#3074 posted by R.P.G. on 2004/01/18 18:05:16
My wish has been granted! I just might do something for Enclave instead of RtCW.
Ogier
#3075 posted by GibFest on 2004/01/18 18:13:50
I goto start it and it asked me for a project Registry? Where do I point it (for quake that is)
Some Subdir To The Ogier Install Dir
#3076 posted by cyBeAr on 2004/01/18 18:48:28
seems like tex scale is wrong for q1 tho :)
the quake support at the moment is very basic so I don't think it will really be worth using in it current state
Czg
#3077 posted by wrath on 2004/01/18 20:51:52
maybe if you didn't ask the bloody wrong ones all the time... Now, let's see if I can hit this here apple from the top of your there head with this here crossbow. Aye, that's a good laddie, just like that.
Also, ogier-shortcuts will be priced at $9.99 a pop. there are about fiften gazillion of them all in all.
Cyb,
quake3-support. Chances are one could use ogier for pretty much everything except curved surfaces and shaders, right?
.
#3078 posted by [Jimbo] on 2004/01/19 19:13:37
*Jimbo goes and downloads the enclave editor, only to remember that he has not enclave installed anymore and the CDs are 90 miles away at home
DOH!
But You Can Use It For Quake!
#3079 posted by DaZ on 2004/01/20 14:05:29
bling bling! I shall certainly have a look!
Questions
#3080 posted by Tronyn on 2004/01/20 17:05:40
So I've got too many clipnodes in my map. A couple questions:
a) when compilers complain about too many clipnodes (clipnodes in map exceed X number limit), is there a compiler that can tell you by how MANY clipnodes you are over by? How many you need to eliminate, that is?
b) don't suppose there are any compilers that have a higher limit on clipnodes? or is this a limitation of quake's?
Eliminate Clipnodes By Clipping.
#3081 posted by czg on 2004/01/20 17:13:22
No really!
Well, To Be Slightly Helpful
#3082 posted by czg on 2004/01/20 17:24:11
a) (Though I'm not entirely sure if what I'm about to say is correct. I'm sure someone (metlslime) will correct me if I am.) Open up the yourmap.H2 and yourmap.H1 files made by qbsp. there's a number right at the top that says how many clipnodes that hull contains. Add them up to get total number of clipnodes in your map.
b) No, you can't extend the 32768 clipnode limit. This is a limitation in the bsp format.
What Czg Said!
#3083 posted by Hrimfaxi on 2004/01/20 17:29:23
Heh
#3084 posted by czg on 2004/01/20 17:43:41
I googled and found the exactly same page like 10 minutes ago...
Yeah
#3085 posted by Tronyn on 2004/01/20 18:19:08
I know to eliminate them by clipping, just a number that I need to eliminate would be helpful. I'll try your suggestions, thanks guys.
Glquake Problem
#3086 posted by dipstick on 2004/01/20 18:23:23
hey, i just found quake on my computer again... when i run glquake i only get a tiny part off thegame at the bottom off my screen, so i was told to type "'c:\quake\glquake.exe -mem 64 -width 1024 -bpp 32" into my cmd.exe, when i did i got the following error "W_LoadWadFile: couldn't load gfx.wad" with the window name "quake error" so it's not a cmd error. What should i do about this?
Thanx for any help given
Tronyn
#3087 posted by aguirRe on 2004/01/20 18:50:30
If you use my TxQBSP version, there is an option -hilimit that will allow you to exceed the max clipnode limit of 32767. This way, you can just check the summary printout at the end and read directly how many clipnodes that actually were produced.
The bsp might not be loadable in the engine, of course. There is no penalty in always having this option enabled, you just have to watch the numbers yourself if the engine aborts unexpectedly.
Just curious, why isn't this question in the Mapping Help thread?
Try This
#3088 posted by nitin on 2004/01/20 18:52:05
"c:\quake\glquake.exe -heapsize 64000 -width 1024 -height 768 -bpp 32"
I See A Challenge Brewing
#3089 posted by HeadThump on 2004/01/20 18:55:19
between CZG and Wrath on who can be the more helpful Func_Board participant. Humanities first real war of altruism. I don't think Ayn Rand foresaw anything like this.
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