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#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.
Try Putting A Func_wall In It, And See What Happens...
#6673 posted by RickyT33 on 2007/11/08 14:01:14
Plant - I honestly hope you're right, and I'm gonna experiment a bit tonight!! But try a func_wall! (I have a feeling that it will look a bit 'disco').
Rudl/AguirRe - Kick me!
I was using an old version of Nehahra afterall!!!
Now it works fine :P
(what a tool)
Too much mapping has driven me mad, like czg ;)
Oh
#6674 posted by Plant on 2007/11/08 14:03:21
and I use the -lit switch
Mad I Tell You, Mad As A Hatter ...
#6675 posted by RickyT33 on 2007/11/08 14:06:43
*_*
Func_wall
#6676 posted by Plant on 2007/11/08 14:40:29
yeah, there could be some funkyness there, but you may be able to get around that?
Sleep time
Plus
#6677 posted by Plant on 2007/11/08 14:43:07
aguirRe is the one to listen to, he would know as well, probably better than anyone what the story is, just consider my ramblings as just that :)
Where's Tyrann When You Need Him!?!?
#6678 posted by RickyT33 on 2007/11/08 14:51:11
Look Here:
#6679 posted by JPL on 2007/11/08 16:36:00
I Just Tried
#6680 posted by aguirRe on 2007/11/08 19:32:44
to re-light Invein (i.e. keep the lit and then use my Light) and then load it in JoeQuake (refused to load lit - invalid size) and Fitz (psychedelic lightmaps).
So I'm pretty sure it doesn't work.
Yes, It's Prolly Problimatic To Say The Least . . .
#6681 posted by Plant on 2007/11/09 04:13:15
It's been a long time, I did mess around with it once before, thinking about it know, there must have been problems, but it's a long time ago. It does work for me in a little box test map, as far as the colored lighting goes, all looks as it should and everything is in place, until . . . you place things like func_wall's _door's etc, then the func_eee stuff starts to happen, disco, psychedelic lightmaps as mentioned above etc etc.
Oh well, looks like it's just one or the other, sorry RickyT23, wild goose chase.
So I'm pretty sure it doesn't work.
That's good enough for me
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