#370 posted by Mindcrime on 2012/03/31 10:45:07
Just a note that I haven't forgotten about this and I apologize about some earlier crabby posts. I had some major health misadventures (from which I have mostly recovered) coupled with my life being turned upside down. August to December was an awful period, to sum it up. It was the perfect shit-storm and it set me wayyyy behind where I wanted to be on a number of fronts. Things are much better now and though new opportunities have arisen and there are other things on my plate that have higher priority ... well, know that I haven't forgotten. There's really nothing else I can say atm.
Good discussion going on here. Cheers.
To Update
#371 posted by Mindcrime on 2012/06/07 05:39:33
As an update: the chance of returning to Quake work on Nehahra (and other meddling with the Quake engine) has gone up considerably. After this summer, I'll have nothing but free time (bachelor anew, among other reasons) and because I'm a nonstop creative hurricane, I will be able to find time for it without question. Just *because*.
I did make a recent entry on my Slipgate Nine Entertainment blog about Quake & Nehahra too, for any interested.
That blog is here: http://slipgate9.wordpress.com
I'll drop a note when I get those wheels turning again (Winter, on a guess). The next six months I'll be focused on the major life transition, which isn't all a bad thing.
Cheers.
#372 posted by [Kona] on 2012/06/07 06:21:36
That's good news!
Or Not, Considering The Cause
"The Cause"
#374 posted by Mindcrime on 2012/06/07 08:59:19
Life is a journey. New beginnings aren't a bad thing if it leads to better, happier times. People tend to stick to bad situations because it's familiar. With familiarity, there is an off-setting comfort. Eventually, the bad can outweigh the comfort. That's when "change" isn't as scary as keeping everything the same. I'm optimistic and know that it's all for the best.
#375 posted by quaketree on 2012/06/07 12:03:49
I look forward to seeing some new stuff from you. Sorry to hear about the real life shit though. Most of us go through all of that at some point and as one of them let me tell you that it's never as bad as it seems when viewed in retrospect. You seem to have a good mindset on it so I'm sure that you'll get through it ok (and you can always make a particularly nasty and deadly trap in a level and give the a name... if you know what I mean).
Good If You Can See It That Way
Best wishes either way ;-)
#377 posted by Mindcrime on 2012/06/07 20:45:00
(No such catharsis will be necessary, Quaketree. :) It's an amicable thing.)
Hmm..
i've played through the whole forge section, and not heard any music.
the only music i have heard is on the start map /the intro movie and the forge end of level screen.
is there a way i can play continuous music of my own choosing?
i'm using the nehquake nehahra engine.
anyone know how to achieve this?
Try:
#380 posted by RickyT33 on 2012/06/15 21:19:05
Open an audio program in another tab
Create playlist
Set to continuous loop
Press play
Start Quake
Can you hear continuous music of your own choosing?
Touche..
ok, sarcasm, i get it, i really do (honestly).
anyway, that aside, that will do the trick just fine, actually.
i was just thinking to play my own tracks the way quakespasm does (sound/cdtracks/track002.ogg/track003.wav tracks etc.).
you see what i mean?i guess i didn't really make it too clear in my previous posts, so my fault, i guess.
is there a way i can use the nehquake engine to -play my own tracks without having to minimize the game everytime i start a new map, so i don't have to change to a different track on vlc or whatever?
i could play in a windowed mode, but i really prefer fullscreen mode.
Ah Yes
#382 posted by RickyT33 on 2012/06/16 00:32:28
I see what you mean.
A built in playlist manager would be an awesome addition to any engine IMO. Especially gnarly Quakeworld engines. Though I could see it being a nice touch for an SP engine too. Would actually probably get used by a large proportion of users at some point.
Anyone Now About This Little Problem?
First token (/*) isn't a brace on line 8073
this is what quake error i get when running nehahra on nehquake.
i recently changed engines to see what dark places was like, then went back to nequake.
it's only when i try to load up my last quicksave that i get the above message.
i tried running it with DP one more time, and it loaded the quicksave fine, so the QS file is not corrupted.
i could continue the rest of the game with DP, but it looks/runs better on nehQuake.
anyone got any ideas/help for this one?
i tried looking around the net, but nothing came up.
Another Thing..
i was running it through the quake injector..
#385 posted by necros on 2012/06/21 19:22:48
looks like darkplaces adds in extra crap to save files? i've had that happen when i'm testing fitz/dp compatibility on maps/progs stuffs.
is there any way to fix this?
i've gone through the folders and removed any files/folders not related to nehahra.
#387 posted by mh on 2012/06/21 19:59:18
Yup, DarkPlaces adds a /* ... */ comment into save files that other engines choke on. You can open the file in your favourite text editor and just remove it (be sure to change nothing else!!!)
Nope
now it's just saying:
First token (sv.lightstyles) isn't a brace on line 8073
i found two points where there were:
/*
all on there own on seperate lines, so i deleted them.
not worth the hassle, really.
i can either:
1) carry on, but using the dp engine
2) restart the whole thing all over,using just nehquake.
if i'd known this would happen, i wouldn't have farted around with other engines half way through a game.
oh well, shitty lesson learned:(
#389 posted by metlslime on 2012/06/21 22:30:10
try deleting everything starting with /* and ending with */
i couldn't find any other parts of the text that had /* or */ in it.
i'll continue on with dp, or maybe start again.
i should be able to be up to the point i was at quite quickly, maybe?
#391 posted by necros on 2012/06/22 19:25:38
/* and */ are block comments, this means that everything in between those symbols must be removed, not just lines where the symbols appear in.
#392 posted by mh on 2012/06/22 22:31:31
Just tested this with a vanilla Fitz 0.85 build.
DarkPlaces by default adds an extra block at the end - and only at the end - of the save file. You'll be able to identify it because it begins with something like this:
/*
// DarkPlaces extended savegame
sv.lightstyles 0 m
sv.lightstyles 1 mmnmmommommnonmmonqnmmo
sv.lightstyles 2 abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba
So, if all that you've done is remove the "/*" and/or "*/" part(s), you can easily locate the rest of the stuff and remove it too.
Like I said, this is at the very end of the file, so find the "DarkPlaces extended savegame" part, and remove that line and all lines following it.
It also manages to contrive to use UNIX line-endings even on a Windows box, but that doesn't seem to cause any further problems. Once the main offending chunk is removed, the save game works.
Interesting...
#393 posted by metlslime on 2012/06/22 22:57:13
it's commented out presumably to hide it from other engines' parsers, but only darkplaces can correctly parse multi-line comments?
#394 posted by mh on 2012/06/22 23:02:30
I'd assume that some others can too - FTE would be one obvious example, and I know I added it to DirectQ (because of this specific issue happening to me a coupla years back) but haven't tested it in ages - but otherwise, yeah. Nasty stuff.
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