About The Patch.
#31518 posted by EVOLVE on 2020/05/01 18:41:02
Thank you very much. I would say it is still v2.0 because it is very heavily based on v2.0 and I reckon that Resurrection Team really had to implement these essential fixes and tweaks way back in 2008 when v2.0 was released but this never happened and that's what I did in December of 2019. I call my patch simply - AOP v2.0 Improved Edition (2019) because I have never been an official member of this project. I'm just a passionate enthusiast who simply wants this unofficial mission pack #3 to be played with joy.
#31519 posted by metlslime on 2020/05/01 19:40:56
ah i see... yeah that makes some sense.
#31520 posted by EVOLVE on 2020/05/01 19:54:01
You may give it a try :)
It plays flawlessly, in one breath.
#31521 posted by mankrip on 2020/05/02 22:52:19
Did Spike disappear from here? I don't see him posting anything anymore.
FTEQW continues being updated, though.
I Found A (possible) Bug Within Trenchbroom/ericw Tools' Lighting.
#31522 posted by FluDude on 2020/05/02 22:32:33
i inserted a light entity within my level, but i noticed i didn't need it anymore so i removed it. when i compiled the level the lighting just went to shit and light was just scattered randomly across the map. the only way i could fix this was to bring back the light with ctrl+z. does anyone know ho to fix this or which program is the cause? i tried compiling the same map with various compilers but i always got the same result.
FluDude
#31523 posted by bal on 2020/05/02 23:58:55
Most likely you just have an old .lit file next to your .bsp, cause that light was the only colored light in your map?
This is not an issue with TB or the compiling tools, just more of a workflow issue that almost everyone comes across sooner or later.
#31521
#31524 posted by khreathor on 2020/05/03 12:45:57
He's quite active on Discord and #qc channel on irc
#31523
#31525 posted by mh on 2020/05/03 13:51:52
Quakespasm really should check that the LIT file size is 3x the size of the BSP lighting lump, it's really more robust than just enforcing loading from the same gamedir.
#31526 posted by metlslime on 2020/05/03 21:07:26
True although if your only change was deleting a light and recompiling, it probably wouldn’t change the lump size
#31527 posted by mh on 2020/05/03 21:32:30
My expectation is that if the offsets are wrong then the size is going to be wrong as well.
#31528 posted by mankrip on 2020/05/04 12:15:38
External files that depends on the integrity of internal data must be implemented with some sort of data check…
In Retroquad, the external texture format stores a CRC32 of the original texture's mip 0 texels, and the engine refuses to load it if there's a CRC mismatch. Plus, these CRC values are appended to the external textures' filenames, which solves most cases of multiple textures sharing the same name. Across ID1, ROGUE and HYPNOTIC, there's only one case of different textures sharing both the same name and same CRC32.
Appending CRC values to filenames would help with using old external file formats that can't be modified, but would complicate usage in engines that don't perform such checks; users would have to manually rename the files to remove the CRC value.
A less trustworthy method would be to just compare the external file date against the BSP file date, and issue a warning if the BSP file is newer.
Trenchbroom Shortcuts
#31529 posted by quakeulf on 2020/05/06 06:02:40
Today I was really close to open Trenchbroom but then reminded myself I would have to learn all the keyboard shortcuts to use it efficiently.
Does it have a GTKRadiant-style of input presets I can just select from a list?
WTF
#31530 posted by ijed on 2020/05/06 20:04:29
So we can just import/export mdls from Blender now without having to dick around through endless arcane loops and wondering which particular edge case is breaking things right now in this particular instance...
Thanks Khreathor!
And apparently there's no thread for this?
Ijed:
#31531 posted by metlslime on 2020/05/06 20:50:51
I can't tell what you are responding to.
Whoops
#31532 posted by ijed on 2020/05/06 21:07:13
Blaster Weapon
#31533 posted by ijed on 2020/05/07 01:48:53
Ijed:
#31534 posted by metlslime on 2020/05/15 02:12:02
that is cool... so this means you don't even need qME on your computer, the entire workflow is just blender -> quake?
#31534
#31535 posted by khreathor on 2020/05/15 02:29:27
Yes you can export MDLs straight from Blender.
This is a plugin that was started by taniwha for QuakeForge project. I just took it and updated few features, to better fit Blender 2.8.
I still fix and adjust few things, but majority of features work as expected.
#31536 posted by misc_ftl on 2020/05/15 16:24:44
does it support baking physics simulation? PRECORDED RAGDOLLS
Quakespasm Issue With "forgotten Valley" #3
#31537 posted by anonymous user on 2020/05/16 09:16:28
I found my issue.
I had Quoth 2.1 but I needed Quoth 2.2.
Once I put the pak2.pak file from 2.2 in place, the floating platforms for secrets #2 and #3 appeared.
Thank you all for your input.
#31536 @misc_ftl
#31538 posted by khreathor on 2020/05/16 18:15:44
You can export simulation, but:
- MDL vertex/triangle limit is 2048/1024;
- atm it can only export one object, so you have to merge multiple objects into one (if your simulation contains multiple objects);
Yeah
#31539 posted by ijed on 2020/05/18 04:47:46
Works fine so far. Can it do the flags?
For the time being I've been using Qme to add those.
Semi-Official Definitions Needed
I know this has been brought up many times before but how would YOU define the rules for the following:
Turtle Map
Speed Map
Map Jam
#31541 posted by metlslime on 2020/05/26 07:36:08
speedmap: ~2 hours
turtle map: 1 week
map jam: seems like these are usually a month or so?
Like I Said On The Podcast.
Speedmaps: anything from # hours to 2 weeks.
Map jams: longer than speed maps and more emphasis on quality of the final product.
Turtle maps: a dead concept, not used in well over a decade.
|