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I Wouldn't Recommend That
#6648 posted by aguirRe on 2007/11/08 10:28:05
JoeQ is otherwise a pretty nice engine, but it can't handle Nehahra properly:
- You can't play the whole game in one session (not even half), same for SON movie.
- You can't complete the boss map nehahra without massive packet overflows followed by an abort to the console.
- The entire upper area of neh3m3 is just one big packet overflow.
- The Neh cheat codes don't work, you'll have to use std id ones. This also means that you can't use these codes across a JoeQ client and another Neh server.
- The skybox in Invein is invalidly rotated, which is very obvious with the sun and lighting direction (this isn't JoeQ's fault though).
Possibly more that I forgot ...
AguirRe's Tool And Coloured Lights
#6649 posted by Plant on 2007/11/08 10:29:53
Its just a shame that you light tool doesnt support coloured lighting. Have you ever considered creating a version of light that does? Im sure it would be the best light tool ever made for Quake!
There would be nothing stopping you would there, from running another lighting prog, say, tyrlite, to do the coloured light pass - generate the .lit, then run aguirRe's to use any of the other funky stuff you want. Just means running that part of the compile twice, but it's relatively quick isn't it.
OK
#6650 posted by RickyT33 on 2007/11/08 10:32:00
The coast is clear;
The error message I get when running Glquake.exe (extracted along with all of the other files in nehquakebjp.zip) along with ivein.bsp is (fanfare...)
Mod_LoadSpriteModel: sprites/explode1.spr32 has wrong version number (2 should be 1 or 32)
Doesnt matter wether I load it using glquake.exe -heapsixe 56000 -nehahra +map invein
or run the .exe and load the map from the console.
Joequake Gives The Same Message
#6651 posted by RickyT33 on 2007/11/08 10:36:56
But Nehahra.exe works fine!
Oh And Plant
#6652 posted by RickyT33 on 2007/11/08 10:39:22
I didnt know you could do that!!! More experimentation is coming up!!!
#6653 posted by rudl on 2007/11/08 10:57:25
Hmm I was able to play nehahra with Joequake.
The endboss too. Yes there is a massive packet overflow.
And as far as I know Qrack has fixed the packet overflow. Tried the testmap with Qrack and there was no packet overflow.
http://www.megafileupload.com/en/file/12323/msd23-bsp.html
Apart from the sky Invein is no problem.
#6654 posted by rudl on 2007/11/08 11:00:27
I use joequake only for invein, because of the included lit file.
Well, I'd Take Your Advice But
#6655 posted by RickyT33 on 2007/11/08 11:03:53
I get the error message above! Anyone REALLY CLEVER wanna tell me how to fix it?
I maintain Nehahra.exe works OK
Did You
#6656 posted by rudl on 2007/11/08 11:07:13
install the progs-update?
#6657 posted by rudl on 2007/11/08 11:12:20
You can try to start normal Joequake and type gamedir nehahra in the console
Im Sorry Rudl
#6658 posted by RickyT33 on 2007/11/08 11:29:26
I did actually get really excited when you said 'Progs update', and hit myself gently twice on the side of the head. So I found it, and grappled with fileplanet until it was MINE!
I also ran standerd Joequake, and typed 'gamedir nehahra' as you instructed, and the console background changed, but when I type 'map invein', it crashed with the same message!
I dont understand it though - it DOES work with Nehahra.exe. Also is there or is there not a file called DPNehahra.exe? Because I have read documentation that says there is, but I cant find such a file, not on Lordhavocs website, google, planetquake (nehahra) or anywhere!! Its a mystery! This computer is a good speck (1024mb, Dual Core, ATI 128mb, XP Home)
#6659 posted by rudl on 2007/11/08 11:40:49
I got the same error when I tried to play invein with
software joequake
Play it with joequake-gl
I Am Using Joequake-gl.exe...
#6660 posted by RickyT33 on 2007/11/08 12:12:08
Im glad you have had the same error though (well not really glad, but atleast I know that Im no going mad!!) ;) - Ill try software Joequake, just for the crack!!
Try That
#6661 posted by rudl on 2007/11/08 12:27:25
-delete the nehahra\glquake dictionary
-make a backup of your config and delete it
-I can send you my config (if you want)
-download the newest version of JQ, build 1862
start jq-gl again
Ok, Send It To Me
#6662 posted by RickyT33 on 2007/11/08 12:31:45
Mail is in the post. I know it sounds a bit desperate, but I'm annoyed cause I should be able to get it to work
Also Strange
#6663 posted by rudl on 2007/11/08 12:41:12
is that your console background changes, when you change gamedir ingame joequake usually takes the conback in the joequake\pak0.pak
Do you really have the newest version?
A mail is on the way. it contains a variables.txt
add this in your config after the key bindings and delete the rest
So you can keep your key binding
ERm
#6664 posted by RickyT33 on 2007/11/08 12:42:09
Am I supposed to save the file a c:\quake\joequake\config.cfg or what?
NO
#6665 posted by rudl on 2007/11/08 12:45:31
Open your config.cfg in the nehahra dictionary with a txt editor and add the included text after the key bindings
JQ only uses the joequake/config
when you change gamedir ingame
Plant
#6666 posted by aguirRe on 2007/11/08 12:49:35
AFAIK you can't mix light tools like that, the lit file is not self-contained.
I'd guess that the lit file contains offsets directly into the lightdata lump of the bsp, so if you run e.g. my Light after TyrLite, you'll just get psychedelic colour effects in an engine that loads the lit file.
Search QMap thread or Func_ for earlier discussions about this.
Blimey
#6667 posted by RickyT33 on 2007/11/08 13:01:15
This is an epic!
Rudl - No joy I'm afraid my man! Just gives the same old message! Thanks anyway tho
AguirRe - Thats a shame. Ill still put it to test later on, but I would assume that you know what you're talking about! ;)
All the more reason for you to make 'AguirRe's super duper lit-file generating modified light tool!' - Its just that you're engine with -extra4 -soft does give really nice rendering. So if it were possible to get Tyrlite to make the .lit and then use your Light to do the rendering it would kick!!
BTW do you have any kind of explanation for the message I report on #6650?
I get it with your Glquake (from nehquakebjp.zip) and Joequake, software and Gl
Ricky
#6668 posted by aguirRe on 2007/11/08 13:19:30
Are you sure you have the big 50MB nehquake.zip from fileplanet via the Nehahra site? As far as I can remember, it contains the old dpnehahra.exe, nehahra.exe (2.67) and nehexe.exe (2.55) engines.
The error message you're reporting now makes a bit more sense, but the spr32 format shouldn't be a problem, all Neh enabled engines can handle that.
I suspect that you somehow have an old nehahra installation that has outdated stuff in it. Otherwise I don't know, I haven't heard anyone having that issue before. Maybe Mindcrime knows what it could be or if anything has changed on FP recently.
I can't d/l the big file to verify what's on FP, it's a several hours job for me. There seems to be another copy at http://qarchive.quakedev.com/?dir=./Nehahra , but I don't know how they compare.
Btw, you only need the exe from nehquakebjp.zip, the others are source files.
Btw2, the -colored option of TyrLite that seemed to fix your problems, might not be a good idea to use. It sets the bsp30 format according to the readme, which may cause problems for other tools and engines. I'd stick to bsp29+lit.
Yeah
#6669 posted by RickyT33 on 2007/11/08 13:33:05
Well, Ill re-download Nehahra, and see if I do have an old version (although I downloaded it within the last 2 or 3 months).
As for the colored thig - I'll try it again tonight without colored, but according to JPL thats what he uses, and I was able to light the map without -colored but it wouldnt let me use -extra.
Maybe I am going mad!!
RickyT23
#6670 posted by JPL on 2007/11/08 13:42:50
ACtually I use -extra -lit -colored in the Tyrlite command line... and it works perfectly !
Yeah, Thats What Im Saying!!!
#6671 posted by RickyT33 on 2007/11/08 13:51:20
I dont know if you read the Tyrlite.txt file, but it says that -colored defaults to bsp 30, so if that were true, the -lit wouldnt work. Which is why I didnt use -colored in the first place. AguirRe has read the readme (Tyrlite.txt) as well, and drew the same conclusion (naturally). However, after your and mine discussion the other day (JPL), I realised that if you DONT type colored, you get weird psychadellic effects like on post #6626, and if I used -extra, Tyrlite crashed! So as you and I both know, you need to use -colored even if you're doing bsp29 format with a -lit file, which directly contradicts the documentation supplied with Tyrlite.
So yes AguirRe, I know why you say NOT to use -colored, but actually it doesnt seem to work with .lit if you DONT use it!!!
In short - JPL I use the same commands, and it does work!!! :)
It Works, I'm Sure, Well, I Think I Am :)
#6672 posted by Plant on 2007/11/08 13:57:04
I just checked it to make sure I wasn't going mad, I've done it before, I made a little test (box) map, compiled it, using tyrlite to make the .lit file, then ran the whole compile process again using your qbsp, vis and light, and the resulting map runs with coloured lighting in tact.
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