Speedy, You Were Right
#536 posted by aguirRe on 2003/10/11 13:51:57
about using TyrLite 0.8 with the "-nominlimit" bug. When retrying with that version and that option I immediately hit the spot with the same light distribution pattern.
Xen also reported on QMap having this problem with his xnq1002 map.
Old bugs die hard ... and there's still no explanation of the missing brush models.
I've Just Had The Strangest Crash...
#537 posted by necros on 2003/10/11 23:21:01
using fitzquake075.
testing out a map. map title shows, then:
got a NaN velocity on monster_shalrath
*crash* to desktop.
GLquake just crashes.
(software iterations load the map fine though)
looked for missing shalraths (vores) didn't find any.
since the only engine to actually tell me anything before crashing is fitzquake, hopefully metl might know something about it?
Necros:
#538 posted by metlslime on 2003/10/12 01:41:53
is fitzquake also the only engine that crashes?
Oops..
#539 posted by metlslime on 2003/10/12 01:42:31
i need to read more carefully.
better question: does this happen consistently?
It Happens Only On This Map.
#540 posted by necros on 2003/10/12 11:57:15
i'm looking into all the vores on the map, but i don't really see anything out of the ordinary with them.
And.
#541 posted by necros on 2003/10/12 11:58:22
it happens ALL the time. like i said, software works, but it seems all gl engines crash.
(i only tested with fq, glquake and tq) but it screws up the mouse acceleration and i stopped testing gl engines because it was pissing me off.
Necros:
#542 posted by metlslime on 2003/10/12 15:40:13
okay, does it happen when the map loads, or during gameplay?
Care to send me the bsp?
It Happens:
#543 posted by necros on 2003/10/12 18:01:46
when i lauched the map from the command like with +mapname, the game loads fine, and almost right after the map's title is printed on the console, i get got a NaN velocity on monster_shalrath then the game seems to continue loading for a few more seconds then crashes to the desktop.
i'll email you the current compile.
Something Interesting...
#544 posted by necros on 2003/10/12 22:55:20
Metl, you mentioned in your email that winquake crashes as well.
i used tronyn's winquake and it didn't crash (which is why i assumed that regular winquake would work).
so tronyn, what makes your engine so special? :)
You Probably Mean Tyranns' Winquake
#545 posted by glassman on 2003/10/13 01:39:14
& one difference is that the max edict count is increased.
Er, Yeah.
#546 posted by necros on 2003/10/13 13:15:48
sorry Tronyn.
working on the same project + having similar names = bad for necros' memory
Latest GTKRadiant 1.3.12
#547 posted by Abyss on 2003/10/17 20:46:14
Has anyone got this to work for Quake editing?
I Don't Have It.
#548 posted by necros on 2003/10/17 22:09:55
but you make it sound like it's more difficult in this version. i was planning to get it a little later, so info would be appreciated...
Well
#549 posted by Abyss on 2003/10/18 00:56:32
I got it working, long story, but it will basically only run once on my machine, the next time I go to start it, it will crash with a windows error "GTKRadiant exe has caused an error.......................and will have to close bla bla bla" you know the one. And basically the only way I can run it again is by clearing the registry when the option is there, but then the second time I start it, its the same thing (Groundhog Day) It happens whether or not I load it for Quake, Quake II or Quake III, so I guess that rules out it being a prob just with trying to edit for Quake. I also tried uninstalling my previous version of GTK, but that didn't help any. So after many installs/uninstalls, I decided to go back to the previous version of GTK. Probably something on my machine it doesn't like, Oh well, I'll try again next release.
Give it a go, you may have better luck
It Works Fine On This Machine...
#550 posted by R.P.G. on 2003/10/18 09:56:07
...except for the clipping bug and annoyances with the surface inspector.
Grah
#551 posted by nakasuhito on 2003/10/18 22:52:28
i'd been scrolling up and down on this page and cant find it, so yeah..
...where can i find some updated qbsp3, qvis3 and qrad3 files for quake2?
thats it.
Here Nakasuhito
#552 posted by Miniwood on 2003/10/19 00:50:33
Yay
#553 posted by nakasuhito on 2003/10/19 01:06:27
thanks dude. i'd kiss you, but i think i have aids
Lucky For Me Uh?
#554 posted by Miniwood on 2003/10/19 01:34:06
nt
Do Re Mi Fa Sol La Si Do
#555 posted by nakasuhito on 2003/10/19 03:04:55
yeah... you lucky mathafaka :)
anyway. thanks again for the link. hehe. me is happy.
Bah
#556 posted by wrath on 2003/10/19 16:41:01
ok, q3 mapping for people who are unfamiliar with id's tech advances since the days of q1?
do and don't, baby's first vertical atrium of death, gtkradiant for complete fuckwits, that sort of thing...
I'm asking here because I don't wanna wade through the muck searching for the juicy stuff,hook me up.
#557 posted by wrath on 2003/10/19 16:43:19
I fight int'l terrorism by not spacing my sentences. Apparently.
Wrath
#558 posted by R.P.G. on 2003/10/19 17:05:34
All I can say is: Good luck. I've been mapping for Q1 using QERadiant, so I have a slight advantage, but when I recently started Q3 mapping again I couldn't find anything useful, and no one wanted to help me.
Rpg
#559 posted by wrath on 2003/10/19 17:24:50
people suck, mappers doubly so.
Yes
#560 posted by R.P.G. on 2003/10/19 17:39:35
Agreed. But don't Maj I said that, mmkay?
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