Um
#4120 posted by inertia on 2005/08/21 23:34:27
Don't you have a map in the works already? It's bad to derail your mapping progress... like reading more than one novel at the same time!
Nope
#4121 posted by . on 2005/08/21 23:53:35
#4122 posted by Mindcrime on 2005/08/22 02:40:29
You forgot the potty!
Nope
#4123 posted by . on 2005/08/22 02:47:57
It's on the list just under materials. I actually have it written down, but not under miscellaneous on the list here :P
Qick Confirmation
#4124 posted by Kell on 2005/08/23 19:31:34
Hunk_Alloc: failed on 1346914400 bytes means a map is too big to load, right? The solution is adding...what to the command line? -heapsize? For a mac G4 powerbook with 512 megs of ram. I'm assuming FitzQuake is the engine being used.
Mac Powerbook?
#4125 posted by grahf on 2005/08/23 20:11:47
There is no fitzquake for mac os x I don't think, unless metl's been keeping something from us. It would have to be either pOx's builds (macglquake.sourceforge.net) or the Cocoa version from fruitz of dojo (www.fruitz-of-dojo.de). I am skilled in the ways of Macness....
But as far as I know, -heapsize should work the same there as it would on any pc engine. You might try increasing -zone also, to 8192 or so.
Grahf
#4126 posted by Kell on 2005/08/23 20:15:02
Thanks. Despite being scottish, I know this -><- much about Macs. And it shows >_<
FQ Mac
#4127 posted by . on 2005/08/23 20:38:51
Would be nice. The gamma is wanked on my Mac port.
Grahf / Powerbook
#4128 posted by inertia on 2005/08/23 20:39:42
What is this about quake on osx? I want to get a fuhquake port working on my powerbook... if anyone knows whats up with that, let me know!
/me wants to watch demos of people playing my map ;)
Uhoh, I Just Nominated Myself For Macquake Tech Support
#4129 posted by grahf on 2005/08/23 21:25:27
phait: you mean the brightness slider in the options and the console command "gamma" don't work for you? which macglquake build are you using? what gfx card you got? Perhaps darkplaces would solve that, see below...
inertia: fuhquake, is that some quakeworld thing? Not likely I recon. But there are several normal quakeworld builds, what's the diff?
There is Darkplaces for mac actually, but you have to download (hehe) Nexiuz to get it. Open up the Nexiuz Mac application package (right or ctrl click, show package contents), browse to the "MacOS" directory in there, and pull the "darkplaces-sdl" file into your quake dir and run it from the commandline.
To take it a step further, look in the "sources" directory of the nexuiz install, there should be an application package called "darkplaces." Put the "MacOS" directory from Mac Nexuiz (it should have libvorbis and libjpeg as well as darkplaces-sdl) into the "Contents" directory of the Darkplaces app package. Now put your new beefed up Darkplaces package into the proper quake base directory, and wee! It runs just by doubleclicking now, no Terminal access need! Works exactly the same as PC Darkplaces as far as I can tell. Downside: As far as I know, you would still have to run it through the cmdline if you wanted to pass it cmdline options.
You could compile your own Mac Darkplaces apparently, Lordhavoc told me there are directions on the nexuiz forums, but why would you want to do that when this is so much easier?
Grahf
#4130 posted by inertia on 2005/08/23 21:33:56
fuhquake is a very enhanced version of qwcl.exe. I could never go back!
Hall-of-mirror With No Brush Errors...
#4131 posted by . on 2005/08/23 21:34:24
Grahf -- the slider works, but maybe it's just my monitor, it is a Powerbook after all - but I don't get decent contrast. My PC's Samsung, on the other hand... (despite it's 'negative' black instead of true black)
Hall-of-mirrors...
I'm working on some terrain and there is a HOM patch up in the sky for some reason. Worldcraft reports no invalid solid errors and it compiles without error. What might be causing this? I'll prob. just have to redo a few brushes up there, but I'm curious why it happens.
Crosshair pointing at it: http://www.phait-accompli.com/q/s4/pre/hom.jpg
PHAIT
#4132 posted by inertia on 2005/08/23 21:40:01
IT LOOKS FINE KEEP MAPPING
;<
#4133 posted by grahf on 2005/08/23 21:47:21
you might try idgamma, phait. it's a tiny pak2.pak file that replaces the quake palette with slightly more vivid colors.
Re: Terrain HOM
#4134 posted by . on 2005/08/23 22:06:08
Oddly enough, after building another terrain wall - the HOM disappeared.
#4135 posted by grahf on 2005/08/23 22:34:21
Not that surprising actually. It was probably some semi-fuckup of qbsp's/vis's leafs/nodes/portals, and when you added more stuff. the bsp tree changed, and the problem went away.
Kell
#4136 posted by mwh on 2005/08/24 01:33:49
I get a message like that when I try to play lost chapters on my ibook using the fruitz-of-dojo build. Using the macglquake.sf.net build works OK, though. I haven't tried to dig further -- but I don't think it's a matter of insufficient RAM, why would quake be try to allocate slightly more than a gig in one go?
Mac Quake
#4137 posted by . on 2005/08/24 01:37:38
I've generally had no problems running addons, including Lost Chapters. The only problem I've found is that with my custom menu and HUD graphics PAK, which works fine on PC WinQuake, GLQuake, FitzQuake -- won't work on Mac Quake -- it says not enough RAM allocated.
HOMs
#4138 posted by PuLSaR on 2005/08/24 08:15:26
I still have no idea why they appear/disappear when I add/remove some brushes in completely different areas. Is there any obvious cause of them or is it a mystery that depends only on quake/compiler choice?
Phait
#4139 posted by R.P.G. on 2005/08/24 09:22:23
I know it went away, but if it happens again, try breaking up the sky brush into other smaller brushes where their vertices perfectly match up with the vertices of your terrain. I've found that this minimizes those HOMs.
HOMs
#4140 posted by Tyrann on 2005/08/24 17:23:16
Make sure you're using aguirRe's latest qbsp compiler. If that doesn't work try mine. If that doesn't work, you'll probably have to resort to playing games with the surrounding brushwork.
RPG
#4141 posted by inertia on 2005/08/24 17:45:33
that method creates lots of lame breaks in the sky texture, doesnt it?
Inertia
#4142 posted by R.P.G. on 2005/08/24 17:51:45
Only if you use antiquated engines like glquake.exe or Build. But in that instance it looks nasty anyway, so you probably won't care.
Yeah...
#4143 posted by metlslime on 2005/08/24 22:28:47
if you're not using a gl port that fixes the sky rendering, woe unto you.
FrogBot
#4144 posted by aguirRe on 2005/08/26 06:18:45
Does anyone have a later version than 0.12c? All old links seem dead.
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