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Prodigy 
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 
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 ! 
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 
I didn't know he could answer questions too... 
Enclave Editor 
My wish has been granted! I just might do something for Enclave instead of RtCW. 
Ogier 
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 
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 
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? 
*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! 
bling bling! I shall certainly have a look! 
Questions 
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. 
No really! 
Well, To Be Slightly Helpful 
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! 
Heh 
I googled and found the exactly same page like 10 minutes ago... 
Yeah 
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 
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 
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 
"c:\quake\glquake.exe -heapsize 64000 -width 1024 -height 768 -bpp 32" 
I See A Challenge Brewing 
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. 
Aguire 
thanks for the suggestion. I'll try it next compile, to see how far away from reasonability my map really is.

as for why that wasn't in mapping help, uhm, beats me :) 
Tronyn 
Actually, you can fix this evil by clipping a little amount of nodes. That number decreases dramatically. 
Headthump 
unless there are some possible interpretation of the word altruism meaning 'to eviscerate, watch the ensuing bleeding to death, play with the carcass', then no.

Also, fuck Ayn Rand. 
Wrath 
#1 yeap, that sounds like altruism; unless the bloke being eviscerated is tagging Leah Remini from behind on a nightly basis, you are doing him a favor.

#2 Fuck Ayn Rand, but no penetration please. No telling what undead abomination could come from that carcus's womb. 
It's Amazing... 
... how after 50 years, Ayn Rand's criticisms of societal thought are as true as ever. Not that many understand what she actually meant -- although is a certain disdain for people evident in her work.

Rand's view of selfishness does not revolve around taking, it relates to being the best person you can be, proudly, with no apologies. Helping someone *deserving* with no immediate reward is in no way contrary to that, though optional. (Defining "best person" possibly requires reference to more traditional values, which could be seen as circular logic however.)

Rand most favored creative individualists, what could better describe the mapper?... or does it? Of course, Rand had plenty of biases and probably wouldn't have one good thing to say for us, but that's beside the point.

Well crap, now I've brought up the R word. Now I must bring up something that's been on my mind at times.

In The Fountainhead, architect Roark hated imitative styles. Copying designs based on stone for a building made of steel makes no sense. Well, except that there may be a universal interpretation of certain designs no matter what the material or the observer's knowledge of the history of the design.

Well, here our building material is pixels. And yet almost all of it is imitative of building with other materials. 
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