 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?
 Err
#561 posted by R.P.G. on 2003/10/19 17:40:16
+Maj
bleh. As you said, mappers suck doubly so.
 My That Was Horrible
#562 posted by R.P.G. on 2003/10/19 17:40:43
-Maj +tell
Triple suckage?
 Rpg
#563 posted by wrath on 2003/10/19 17:47:46
you suck at the intarweb
 On A Totally Unrelated Note
#564 posted by wrath on 2003/10/19 17:59:35
suppose you are a programmer. suppose you wake up screaming in the middle of the night, sheats soaking with cold sweat. suppose you walk out into the kitchen, all shivering. suppose you quickly hop back into your bedrom to put some pajama bottoms on, there's a whole bunch of level monkeys watching you via an internet forum for crying out loud, save the children!
suppose you stand there in the dark, with just one singular thought running through your head.
"I have to make the best level editor known to man, if but some level monkey would take mercy and tell me how it should be designed."
Any takers? No?
Blast!
#565 posted by wrath on 2003/10/19 18:00:05
and by make, I mean code.
 Wrath
#566 posted by pushplay on 2003/10/20 01:44:33
The two most difficult things are: how do you best represent what is essentially a 3D environment in two dimensions, and then how do you modify a 3D environment with a 2D interface? Radiant does the best job of it so far, but I don't believe for a second that we can't do better.
I would be interested in seeing some interface that does away with the keybaord entirely and uses two mice at once. Have the 3D view fill the screen and put it all in radial context menus.
 In A Bit More Detail
#567 posted by pushplay on 2003/10/20 01:57:01
Suppose you associated the right mouse with X/Y movement and the left mouse with Z. The camera stays centered on a point in space you move around. When you hold down the right mouse middle button the right mouse allows you to rotate the camera around the point and the left mouse lets you determine how close to that point the camera is. The left mouse right button could open a context menu letting you set things like grid size and sensitivity. The right mouse right button would cover things like setting textures and properties. One of the mouse wheels would have to cover rotating through which brush you're selecting when the point in space intersects more than one. I imagine both left buttons would be used for creating and manipulating brushes.
That's just off the top of my head. There would no doubt be necessary features I've left off.
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