#35 posted by
Tyrann on 2013/09/29 22:52:13
@scampie: hrm, that's a bug. I'll look at that today.
@ijed: I'll take a look at your map today.
#36 posted by
Spirit on 2013/09/29 23:42:33
Ricky: Nope and nope. DP and FTEQW support it.
Thanks
#37 posted by
ijed on 2013/09/30 08:46:22
I'll be back in a week or so...
TyrUtils V0.13
#38 posted by
Tyrann on 2013/09/30 08:56:14
This one should fix the issue with ijed's map and the animating textures bug that Scampie pointed out.
Changelog:
* Fix handling of func_group/detail entities with no solid brushes
* Fix automatic adding of animated texture frames
Great Thanks
#39 posted by
ijed on 2013/09/30 13:02:02
I wasn't aware trenchbroom also had an issue with no-brush func's. It's a common error with worldcraft levels so hopefully the same fix here will also serve for that editor.
Something to be added to an error checking / entity management system in later TB editions possibly.
#40 posted by
Tyrann on 2013/10/01 00:57:30
Yeah, it wasn't just no-brush func's, but I had a bug in my qbsp where if the func_group or func_detail had only liquids (and no solids) the brush list would become corrupted (brushes would go "missing" during the compile.
#41 posted by
Tyrann on 2013/10/01 05:26:48
@sock: You want to test this quick hack up of Q2 map compatibility? No extra command line needed, it will just ignore the extra fields and texture paths:
tyrutils-0.13-3-gf972f19-win32.zip
Ah
#42 posted by
ijed on 2013/10/01 12:29:24
So all I was doing rebuilding areas was changing the brush order in the map file.
Good to know it's fixed, hope to wrap this one up starting next week and have a few other ideas to get done.
Ah
#43 posted by
ijed on 2013/10/01 12:29:37
So all I was doing rebuilding areas was changing the brush order in the map file.
Good to know it's fixed, hope to wrap this one up starting next week and have a few other ideas to get done.
Ah
#44 posted by
ijed on 2013/10/01 12:29:38
So all I was doing rebuilding areas was changing the brush order in the map file.
Good to know it's fixed, hope to wrap this one up starting next week and have a few other ideas to get done.
So Now Public Buses
#45 posted by
ijed on 2013/10/01 12:51:49
In England have wifi. Shame it's a bit patchy.
Triple Post
#47 posted by Mike Woodham on 2013/10/01 13:56:00
Just like the buses, you wait for ages then three come along at once.
#48 posted by
sock on 2013/10/01 15:37:24
@sock: You want to test this quick hack up of Q2 map compatibility? No extra command line needed, it will just ignore the extra fields and texture paths
It works a treat, thank you. :) I wanted to test the -forcegoodtree parameter and it does indeed make the marksurfaces lower.
Original - 39768 marksurfaces 79536
New - 40166 marksurfaces 80332
New + fgt - 37811 marksurfaces 75622
Here is the full compiler stats.
OK
#51 posted by
RickyT33 on 2013/10/02 23:33:44
I'm using tyr-glquake.exe or tyr-quake.exe, with the DP 'BSP2' format from the new compiler. Version of the engine is .61 1175. qbsp is 0.13.
The engine throws a 'not version 29' error when I try to load the map.
Think I'm gonna download tyrutils 0.12.....
Shame because the map took 520 seconds to compile (just qbsp) :P
I still cannot believe it doesn't throw warnings. Or do I need -verbose for that.....
Or Do I Just Need To Use -2psb?
#52 posted by
RickyT33 on 2013/10/02 23:36:19
Gonna check.....
Nnnnnnnnnnnnnnnnnnnnnnnnno
#53 posted by
RickyT33 on 2013/10/02 23:37:12
Doesn't work with -2psb. How do I force RMQBSP2?
#54 posted by
Tyrann on 2013/10/03 00:32:36
Sorry, the compiler doesn't do 2PSB format anymore - I'll upload a new TyrQuake snapshot for you that will load the BSP2 format.
Might look at supporting a -2psb command line option for qbsp also, but probably better to use the -bsp2 and I'll fix the engine.
TyrQuake With (DP Style) BSP2 Support
#55 posted by
Tyrann on 2013/10/03 00:49:29
Snapshot version 0.61-1221 uploaded here:
Win32 and
Mac OS X.
One of these days I'll have to do a proper release!
#56 posted by
Tyrann on 2013/10/03 00:51:38
I haven't actually tested that Windows build, but it should be okay.
Also
#58 posted by
RickyT33 on 2013/10/03 02:02:18
Well....
I understand that feature-bloat is a bad thing and all, but ATM RMQe is the only Fitz-branch engine with any kind of BSP2 going on. I can only speak for myself here, but I would really love the feature right now. The main reason being that I want to us MHAguireLight to do the light, and it won't work on V29 maps. I just love AguireLight, and now we have lit support with it, I was so made up when we hit that milestone.
Having said that, I'm still keen on using Tyrquake. And I'm really impressed with the QBSP. It seems really stable to me. I'm so used to having trouble compiling huge maps, but this compiler has blown me away. And I haven't tried your light tool for ages either, but I guess the entities are set up differently to Aguires.....?
One quuestion - does it support the -extra4 level of resolution? And the really cheeky question - does it do dynamic (flickering etc) coloured lights? I seem to remember that RMQe + MHAguireLight would actually do that stuff. But I'm not and engine or tools guy, other that using them heh.
Now, where was I....