How To Fix That Demo
#31 posted by Amrik on 2003/06/16 11:53:34
[quote]
#13 posted by pushplay [24.86.74.102] on 2003/06/13 21:34:06
High quality map from Kona as always.
I took a demo of my less than impressive run through the maps, but something went wrong. My playing of the start map runs fine (and an impressive playing it is). Once the next map loads you can see that map for a second and then it goes to a grey screen with the loading sign on it. All of the messages that should be printed during the demo are within a second. The game doesn't crash, but it doesn't do anything else after that either unless I load another map.
I don't know how to rescue my demo.
[/quote]
You are gonna need the file that comes with qdqstats17.zip called compile.zip. Inside are programs that can split a single demo on multiple maps, into multiple demos. You can then use your demtool to add playdemo commands at the end of the first demo to link to the second demo. This way, the demo plays back correctly. If this sounds confusing just send me the demo at yuckstuff[at]hotmail[dot]com (too many fucking spammers got my email already).
Amrik
#32 posted by Kell on 2003/06/16 14:25:55
Could I send you my multi-map demo too? I don't even have the tools you mention, let alone the competence to use them, but it seems people wnt to see this 'first run through' thing...
Exiting Due To Signal SIGSEGV
#33 posted by Mike Woodham on 2003/06/16 15:17:39
Thought I'd try a Quake level after long time away and get the GP fault noted above. Is this an XP problem or am I doing something wrong? (I haven't done any Quakin' for quite sometime and time dims the memory ...)
Can anyone help?
Regards
Mike Woodham
Mike, Maybe The
#34 posted by aguirRe on 2003/06/16 16:25:58
mapping thread would be more suited for this question. Anyway, what program are you trying to run that displays this message?
AFAIK, there are no major XP-related Q1 editor/engine/tool problems (I run XP Home myself). The only time I've seen such a strange error message was in Qoole99 and that was definitely a bug in Qoole (and not the only one ...).
[Kona]: I can only add to the others' praise above; another great map with some interesting architecture and gameplay. We want more!
Kell: You might check out LMPC at http://www.planetquake.com/demospecs for demo tools.
SIGSEGV...
#35 posted by necros on 2003/06/16 16:37:42
wow... i remember getting that error in doom... no help here though...
also, UWF, your reviews were much better than before, no giving away of the secrets. ;)
Exiting Due To Signal SIGSEGV
#36 posted by Mike Woodham on 2003/06/16 16:54:48
I'm just trying to run the Guncotton .pak from standard Quake.
Ahaaa! Just a mo ....
Exiting Due To Signal SIGSEGV
#37 posted by Mike Woodham on 2003/06/16 18:08:23
OK, I give up.
Tried the Microsoft fix and several others. Seems as though this is a known problem with XP. I'll try GL Quake ...
Yeah Nice Reviewage...
#38 posted by starbuck on 2003/06/16 18:15:45
not sure that other map deserved a score that high though
Exiting Due To Signal SIGSEGV
#39 posted by Mike Woodham on 2003/06/16 18:18:54
OK, GL Quake works. Pity 'cause I just don't like it, especially the way it handles water. Never mind, I will now play the map.
Try...
#40 posted by metlslime on 2003/06/16 18:34:35
winquake.
NT/2000 can't run quake.exe, becuase it's a dos program.
Http://www.planetquake.com/underworld/quakerev
#41 posted by Vodka on 2003/06/17 00:54:31
UWF why dont you post review updates as news ?
I wouldnt know about them If I hadnt checked here and then went to see kona map review (and you have 2 other maps there )
Try FitzQuake Instead Of GLQuake
#42 posted by Scragbait on 2003/06/17 17:09:08
I like the way it does water. Doesn't have those broken seams. Also, FitzQuake supports fullbrights.
Thanks Scrag...
#43 posted by metlslime on 2003/06/17 18:54:10
i didn't want to have to pimp it myself :)
Fitzquake
#44 posted by starbuck on 2003/06/17 19:27:21
i think it was made by metal-something
While Were Talking About It...
#45 posted by necros on 2003/06/17 19:42:32
are you still working on fitzquake, metl?
Well..
#46 posted by metlslime on 2003/06/17 20:02:02
yes, now and then when i have an evening free. It's a lot harder now that i have a job.
.
#47 posted by H-Hour on 2003/06/18 09:37:35
Glad to see you're still mapping Kona. It's been a while since I heard anything from you. Sadly, I went ahead and deleted Q1 from my computer a while ago so I can't play the maps. Screenies look good though.
H-Hour
There's a friggin easy solution to that: Install Q1 again, damnit!
Mike Woodham
#49 posted by DaZ on 2003/06/18 14:17:10
That name sounds very familiar, I swear I've spoken to you before on something of a Quakey nature, am I right?
If so : Alright mate!!!
If not: Bah I suck, go away! :)
Gom
#50 posted by H-Hour on 2003/06/18 14:29:10
That would be really easy if I had the CD, but I don't. :)
H-Hour
Hmm... That makes everything a bit more complicated but it's still quite easy: Go buy Q1 and install it, damnit! ;)
DaZ
#52 posted by Mike Woodham on 2003/06/18 15:03:57
It is quite possible that we 'talked' before.
I did a series of maps called FMB(For My Babies), which were generally cobbled together from other peoples left-overs. I also used to visit the old BSPHQ and get involved in all sorts of 'mapping' things. (I was quite thrilled to see one of my old maps (A2D2, two DM maps made by Pingu, joined by me into an SP map) still being played at the speed runners site even this year!)
So, if we did talk in the past: yeh, I'm alright.
If not: I'm still alright and I hope you are too!
Fitzquake
#53 posted by Mike Woodham on 2003/06/18 15:17:36
I've just tried Fitzquake and I have a kind of 'reverse shadows' effect. Do I remember this from another version of Quake - a much heralded mod springs to mind (but not its' name)?
Oh,
#54 posted by metlslime on 2003/06/18 17:01:31
damn. I remember the reverse shadows problem from glquake, but i thought i had fixed that in fitzquake. I think the problem was that glquake mistakenly thinks you can do multitexture, but you can't. This can happen even on some cards that do it, but only in some bitdepths (i think TNTs could only do SGIS_multitexture in 32bpp, but ARB_multitexture in 16bpp.) But like i said, i thought that i had fixed that. Can you tell me which version of fitzquake and what video card?
Hey... If We're Talking About FitzQuake...
#55 posted by Scragbait on 2003/06/18 17:22:17
... I like it a lot (it's the only Quake engine I run.) Version 0.70 and all others run perfect on my Radeon 7200 as long as I stay with my non-current driver, otherwise it fails completely (ATI is the suspect here.)
My second box is a P2-266 with a pair of Voodoo 2's in SLI mode. If I run version 0.60, it's fine. However, version 0.70 results in total acid flashback texture wackiness causing me to wonder if the Voodoo 2's are in fact possessed. Not a big deal though, just strange.
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