#453 posted by adib on 2015/08/16 10:24:48
- Awn, it's great to see so many new faces here.
- Thanks! Can I get an extension?
- No.
Don't Stop.
#454 posted by Rick on 2015/08/16 10:41:00
I think as long as it's still Sunday somewhere, it's not too late. Even then, if you're really trying and very close to finished, a little late shouldn't matter.
Here in the US we're among the last to switch over to the next day. It's almost 4 am now, so there's still over 20 hours to go as I post this.
#455 posted by ma†echa on 2015/08/16 11:42:10
Yeah, almost 3AM here... trying to finish last room/area then I have to place monsters and perfect as much as I can�� heh! :)
#456 posted by JneeraZ on 2015/08/16 12:30:52
Have we learned a lesson about leaving things until the last minute? :)
(answer : no, of course not)
Playable, But Rough.
#457 posted by ShoTro on 2015/08/16 13:38:13
Just got the map to be playable and able to complete it. Just want to add a few more things.
Might take Daz's offer and release, then in a couple days release an updated version with more secrets and better balance.
#458 posted by Rick on 2015/08/16 13:46:37
When trying to make a map, from scratch, in less than 2 weeks, some corners must be cut.
I have only two rooms really, and a small playable area outside. No secrets and I'm struggling to squeeze a few more monsters in. I may be up to 20 now.
I didn't tweak skill levels much, no monsters on easy and just a couple of monsters are changed between normal and hard, total count is the same I think.
And I still have to make some kind of readme file. Maybe I'll just copy this post...
Teleporting In Enemies And Skills
#459 posted by ShoTro on 2015/08/16 15:08:25
I gave up on syncing skills for my map when teleporting enemies. I have two more groups of spawning enemies to add before I can call the map finished.
Real Problem, Compiler Related
#460 posted by Daya on 2015/08/16 15:52:32
Ok, so yesterday my laptop made some wierd stunt, and I had to renitialize it to make it work. Thankfully, my personal data was left untouched (aside from my browser's bookmarks...).
But the thing is, the compiler I use (ericw's lights and lately txqbsp) started fucking up, firstly like this:
http://pastebin.com/RBMcbn8c
(qbsp says there's too many vertices)
After negke sent me txqbsp, there was still errors:
http://pastebin.com/DW1Whjff
But the worst thing is now, opening a pointfile in Trenchbroom crashed it, meaning for now I cannot pinpoint what's wrong.
Oh someone please help, the deadline is today...
As Long As It Is Sunday Wherever You Are
#461 posted by DaZ on 2015/08/16 16:23:41
You can submit. I'm not going to force a time zone on you all :)
- Awn, it's great to see so many new faces here.
- Thanks! Can I get an extension?
- No.
You have a short memory, I already extended the deadline by an entire week!
Don't worry about skill settings if you are struggling to finish. Make skill 1 the "balanced" skill setting as it is the default and make it as a good as possible!
As I said, there will probably be a few days between now and actually releasing the pack as I need to test it, make a start map, make readme etc.
GO MAP :D
The -bsp2 Made The Compiler Finally Work, But...
#462 posted by Daya on 2015/08/16 16:50:34
Quake crashed saying one texture is not 16 aligned. What gives?
Daya
#463 posted by ericw on 2015/08/16 16:55:05
For "Too many vertices", you can try adding -bsp2 to the qbsp options to create a bsp2 map.
#464 posted by Rick on 2015/08/16 16:56:39
Daya,
Look and see if your editor has made any back up copies, maybe one is still good.
Try opening the map in a different editor.
Try running the compile process on a different computer.
Can you upload a copy of the map so others can maybe take a look at it?
Here's The Link To My Map, Includes Wads As Well
#465 posted by Daya on 2015/08/16 18:08:29
Right now Quake crashed and keep saying the texture called "ti_rc_c14" is not 16 aligned, despite resetting the textures and aligning them according to the brush.
https://www.mediafire.com/?6ns0seq8ym1uzxh
Daya Map
#466 posted by Barnak on 2015/08/16 18:18:36
I confirm that his map is crashing Quakespasm, with the same error message.
#467 posted by ptoing on 2015/08/16 18:22:17
Trying to compile the map atm. So far so good.
But that ti_rc_c14 texture is missing. Does not seem to be in any of the 5 wads you supplied in the zip.
Daya
#468 posted by ericw on 2015/08/16 18:22:24
The error message means the width and/or height of "ti_rc_c14" is not a multiple of 16. Seems to be a 40x128 texture which is not allowed in Quake.
#469 posted by necros on 2015/08/16 18:29:00
the error is not referring to alignment of the texture in the map. rather, it is referring to the dimensions of the texture ti_rc_c14 which is 40x128.
textures in quake must be multiples of 16, you need to modify that texture to be either 32 or 64 wide. or just not use it.
you can try this: http://shoresofnis.com/temp/ti_rc_c14.bmp I have padded to the right side of the texture with black pixels to make it 64 wide.
#470 posted by necros on 2015/08/16 18:29:46
lol... crosspost madness! i should be mapping. ._.
Fixed It By Simply Changing Texture. Still Will Check The Link Out For
#471 posted by Daya on 2015/08/16 18:47:04
later.
Testing... Writing The Readme
#472 posted by ShoTro on 2015/08/16 23:31:19
I can't find and kill 3 enemies in the level still... I can't for the life of me figure out where they went or which enemies are not spawning or spawning in the wrong place...
Frustrating. But it is pretty much as done as it is going to get at almost 12am.
Fish? Requiem Engine Counts Correctly.
#473 posted by Spirit on 2015/08/16 23:40:28
Developer 1 might also help to see if things go wrong.
Running Out Of Time.
#474 posted by ShoTro on 2015/08/16 23:45:39
Compiling with lights on full and then will see if I can find the problem.
I will call it finished then send Daz and updated version if I can find the problems.
No Need To Worry.
#475 posted by Breezeep_ on 2015/08/17 00:02:22
There's going to be DLC for this jam.
Too Many Nit-picky Things... So Little Time.
#476 posted by ShoTro on 2015/08/17 00:33:29
- Buttons might not go the right direction.
- A couple enemies are unaccounted for after play through, but I can't, for the life of me figure out which of the 120+ enemies they are.
- I think I spam the player a little too often during the middle of the map with enemies, but it is do-able.
- I am going to spend my lunch breaks debugging these compile warnings for the next several days aren't I? *sigh*
Anyways, Daz should get it as soon as I compile one last time and zip it up. I will post screens and stuff in the morning.
#477 posted by necros on 2015/08/17 01:01:28
haha man... this is gonna be close. and totally untested! what could possibly go wrong???
._.
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