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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Lunaran 
I saw your Q4 Strombine map (thank to PlanetQuake), and I think you should open a news thread for this map: it deserves it IMHO. I don't have Q4 on my PC, but the shots are particularly realistic: Good work ! 
Error 
so yeah, i'm working on a map (q1). i've been using glquake to test it, with no problems. i just tried it with winquake though and got the error:

"mod_numknown == MAX_MOD_KNOWN"

when i tried to load it, resulting in winquake dying. any ideas? 
It's An Array 
of known "mods" in the engine that's exceeded. A mod is any unique bsp/mdl/spr that has been loaded into the engine in the current session.

The original limit was 512 and you typically exceed it by loading many bsps in sequence that also require many mdls/sprs. My engines and DP have higher limits.

What exactly are you trying to do when this happens? 
Addendum 
I see now that the original limit was actually only 256 in WinQuake and 512 in GLQuake, that's probably why you're seeing a difference. Still, it's not so common to hit that limit. 
I See.. 
well, it was only the 3rd map in the session i'd loaded, was checking round 2 others first (it's kind of an episode i'm working on).. and i'm sure i've played through many many more maps at a time than that! could it be something to do with not allocating extra memory? just realised i didn't do that

still i tried again and got it to load on it's own.. just relieved it's not a prob with the map 
It's A Static Array 
in most engines, i.e. it doesn't help to have more RAM or heapsize. Is it reproducable? Are you using a custom progs that loads a lot of stuff? 
Texture Trouble 
So here I am, mapping away happily in WC 1.6. I make a wall, it has Texture X on it. I replace it with Texture Y. I save, and close WC for now. Upon re-loading the map in WC, the wall that I replaced with Texture Y, still has Texture X on it.

Apparently, this certain wall does not want to change its texture, no matter what I try. I mean, I can change the texture to Texture Y during my current session in WC, but once I save and re-open it, the texture reverted itself back to Texture X. What black magic is this?

Anybody else experience something like this, and have a solution? 
Worldcraft Texture Naming Bug 
You've got to rename texture X or Y to fix it, inside the Wad. I'm not sure what the proper convention is so that Worldcraft doesn't revert your textures. Alot of Kell's metal textures have the same problem, just for the name, though its not something that was possible to forsee.

Its an irritating bug but can be easily solved in TexMex. 
Well I Fixed It But.... 
Renaming the texture in the wad file was not helping. Here was my situation.

I have 3 textures. wbrick_egy wbrick_egyv1 and wbrick_egyv2.

The wall that was reverting its texture was the texture wbrick_egyv1. So I went into Wally and renamed the 2 textures to wbrick_egvn1 and wbrick_egvn2.

So back into WC, the texture name of the wall was wbrick_egyv1. If I changed the texture to wbrick_egvn1, it would look like it changed, but in reality, the texture name was still wbrick_egyv1. So no matter what texture I could have put on that wall, the texture would have always been wbrick_egyv1.

So the only thing I could do to fix it was to delete the wall and make a new one with the correct texture. 
Orl 
I believe WC 1.6 only uses the first 8 letters of a texture name when matching names. 
I've Had This Problem 
i *think* the way it works is that when you're replacing the texture, if the first ~8 or so digits of the new tex's name are the same as the old one, it doesn't save properly and reverts to the old texture when you reload. next time it happens try renaming your new texture to w_brickegbnv1 or something like that 
D'oh Too Slow 
 
For Rj 
In the mapping contest thread you wanted to know how hard it was to add monster spawning to the standard progs. There's a tutorial on how to do that at:
http://www.inside3d.com/showtutorial.php?id=171

It might not be exactly how it's done in quoth, but it will probably do what you want. 
Thanks Preach 
i'll just go step quietly back into my corner.. 
I Made 
a so called spawn64 progs for JPL's CDA map, it has basically the same spawning as Quoth (or Zerst�rer actually).

If you wish, I can update it to my latest std id1 fixes and you could check it out. 
Just Fyi 
i don't think the quoth spawning is that good... in fact, it's probably the worst way to do it. preach's looks a lot lot better and a lot simpler too. 
Well 
would it be possible to change it then? without b0rking maps using the previous method? remember, when it comes to code I know nothing 
Sure 
just delete all the spawning stuff and use preach's nicer method, replacing spawnflag values where appropriate to keep it from breaking existing maps.

i really only skimmed his method though, and it may not be any better. :P

it looks like all the spawning stuff goes through the same function, unlike how i did it which was to have a seperate function for each monster.

preach's method looks more streamlined and... uh.. unified, i think is the term.

it's just that it's really boring and long to do cause you gotta open up 20 or 30 something monster qc files and change the same lines of code over and over. 
NOOOOoooooo !!!!! 
If you change spawning method, I will have 3 maps to rework entirely !

And what about back compatibility ! Please don't do that Kell ! 
JPL 
wtf do you think I was asking about? backwards compatibility is exactly what I want to keep 
Aguire: 
i would have said yes but judging by the previous few replies, preach's technique looks more like the option to go for. what other fixes are incorporated in your progs?

i've been slowly grappling together bits of code from various sources to come up with my own progs.dat for the episode i'm working on. i'm no coder by any means but i'm starting to understand some of the qc basics & have gotten a few new mods to work ok. i actually browsed the inside3d tuts before but somehow missed that one.. dammit 
Too Many To 
mention ...

As for spawning simplicity, how can it be much simpler for the mapper to just add 64 to the spawnflags and a targetname for a teleporting monster? 
 
aguirRe is right i use in Quoth and real easy what�s the big problem? 
Kell 
Sorry, I misunderstood the subtelty of your sentence... and I also think that spawn64 method is really good. it is very simple to use, so please don't change it.
Maybe coders have another point of view... but I think the sipmpliest it is for users, the better it is.
My 2 cents... 
Quoth Spawning 
Works well, and is very simple to use. The func_hordespawn has an issue but nothing killer.

As far as I can see the only way it could be improved is spawning entities with preset variables, targets or killtargets, for example.

HL1 had this but from the (very) little I know of QC it's none too simple. 
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