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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Maybe We Could Wait 
until it becomes a real problem ...

If you like to update, there are new versions both of Tyrann's tools and mine. 
Okay 
I've upgraded all the compilers (TreeQBSP, VIS, and TyrLite) so I suppose we'll see if the inconsistency continues. 
RPG 
Ok, I tried on Win98 as well, and using aguirRe's vis tools. I still can't reproduce it. Wierd. 
�_� 
Well here's an interesting turn of events: I took the .bsp I sent Tyrann and compiled a fast vis and extra light. Afterwards, I replaced it with the unvised and unlit .bsp again, and did a full vis and extra light. Lighting after the fast vis took 224 seconds. Lighting after the full vis took 121 seconds, even though I had the same programs open.

I don't see what I could be doing that would cause light to take twice as long.

Anyway, it doesn't really matter, and apparently it has nothing to do with the compilers since it goes both ways. 
You Could Try 
the "-nocount" option in TyrLite to see if it's console window related. In Win9x, the interaction between 32-bit console apps and the actual console window is a complex beast. 
Right 
Will do. 
Bitch 
sometimes my trigger-door-whatever setups stop to work, even tho I dont change them.

Have to delete and reconstruct to make them work again. ftw ?

bsp, treeqbsp by aguirRe, normal bsp compile (not onlyents) 
Speedy, 
what map editor are you using? it could be the program is fucking up the target/targetnames or something like that. 
 
readup - bsp
all the links look fine in the editor (you know it draws the lines) and I even hand-checked the map in the notepad - all targets matched. 
The Same Old Question 
im pretty sure everyone has asked this, so here it goes. does anyone know of some ass-kicking q1 textures?

see, today i wanted to start a new level but well, had no ideas with the original quake textures... so yeah.

thats it. 
Textures 
Astonishing Panoramas Of The Endtimes 
YAY! thanks dude. hehe. 
Re: You Could Try 
the "-nocount" option in TyrLite to see if it's console window related. In Win9x, the interaction between 32-bit console apps and the actual console window is a complex beast.

aguiRe: I've been using the -nocount option lately, and it seems like the light times are more consistent now. The -extra light after a fast vis has been approximately the same since I started that, and during the full compile I just did TyrLite took about the same amount of time as during the -fast vis compile.

Again, since it appears to be more unpredictable than I initially thought, I have no idea if this actually means anything. 
Not The Point 
...if it takes two minutes or four. What matters is; did it or did it not crash and delete your porn collection? 
W_LoadWadFile: Couldn't Load Gfx.wad 
HeWhoWishesNotToBeNamed (that's a lie, actually) gets the error message W_LoadWadFile: couldn't load gfx.wad from FitzQuake after using Tigger-oN's compile.bat to compile the map, move it into the appropriate dir, and load it. I don't really have any more details, but apparently if he just runs FitzQuake after the .bat is through running, and loads the map then, everything is fine. 
^^ I'm With Him 
yeah what he said... it really torques my ass crack 
RPG: 
This is a problem with quake in general, when running from a batch file. The problem is that the working directory is wrong. To illustrate, this doesn't work:

cd \
c:\games\quake\fitzquake


but this does:

cd games\quake
fitzquake
 
Couldn't You Do... 
...

cd \
c:\games\quake\fitzquake.exe

Surely that would work? 
Responses 
Thanks, metlslime. With that information Dietz should be able to get everything working 100% now.

bascule: Try it. I just did. I get the same error message that Dietz gets. 
Bascule: 
that's the thing i said didn't work. 
Wow I've Been Needing Lots Of Help Lately 
Okay, so in Q1 I want this key door to play doors/baseuse.wav when the player has the key and touches it. When "sounds" is set to "2" on the door, baseuse.wav does not play; however, when it's set to "5" baseuse.wav does play. Of course, it also complains about the sound files not being precached because there is no corresponding set of .wavs for that sounds number.

If I play some trickery on Quake and set "noise1" to "doors/baseuse.wav" and "noise2" to "misc/null.wav" then the sound plays, but only after the door has stopped moving. This feels odd and is not the desired effect.

Any ideas on how to get this working how I want? 
There's A Bug... 
in the id progs.dat where it tries to play both the door open sound AND the door unlock sound on the same channel, thereby cancelling one out.

If you don't want do include new progs.dat, try this hack: make another func_door hidden in the wall or something, and have it open at the same time. the locked door will play the unlock sound, and the hidden door will play the open sound. 
Solution! 
Thanks to metlslime and czg for helping me out with this. If any of you want the solution, here is the info:

"classname" "func_door"
"sounds" "5"
"noise2" "misc/null.wav"
"noise1" "misc/null.wav"
"angle" "270"
"target" "goldkeydoor"
"wait" "-1"
"spawnflags" "8"

"classname" "info_notnull"
"use" "train_wait"
"sounds" "1"
"noise" "doors/baseuse.wav"
"wait" "-1"
"targetname" "goldkeydoor"


This creates a func_door that requires the goldkey, and plays no sounds when opened. It targets the info_notnull which plays the baseuse.wav. 
Sadomasochistic Behaviour 
<czg> RPG, you could just have set the doors "sounds" to 0, then you don't have to set the noise fields yourself

Yes. So, if "sounds" "0" is used in the func_door, then you don't need to set the "noise1" or "noise2".

Just an FYI if anyone here is trying to use this. 
M33p 
cool, thanks. That is very helpful! No im not being sarcastic :) 
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