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....
That Snapshot Works
#60 posted by
RickyT33 on 2013/10/03 02:17:55
Changing the resolution and applying full screen from the menu caused no textures to be drawn, I could only see the shading on the gun. everything else (including the menu) was flat grey.
Launching from command line with the resolution and fullscreen applied worked fine. I cant remember the cvars to apply texture filtering. I prefer the blurry bilinear type texture effect. Lit files not working (were they supposed to be?), no aspect-ratio correction stuff (especially on the weapon).
I decided that what I'm going to do (for now) is use TyrQBSP v0.11 to compile my map, and hopefully I can use MHAguireLight to light it, and run it in RMQe. To me that is going to be the most Fitz-like experience. Baker?
Maybe Someone Could Hack DPstyle BSP2 Support Into
#61 posted by
RickyT33 on 2013/10/03 02:21:46
MHAguireLight. Maybe MH would do it? Que Sera Sera.
Then that can be a standard and FitzQuake MkV will also support it and all will be perfect and centered in the universe again
Well I Can Confirm That The Following Combo Works
#62 posted by
RickyT33 on 2013/10/03 02:27:20
TyrQBSPv0.11 + MHAguireLight + RMQe
And I LOVE it!
#63 posted by
Tyrann on 2013/10/03 02:56:53
Yeah, lots of unfinished stuff in TyrQuake. Resolution changing is only partly done - I really need to finish that off.
I'll get another build of qbsp up with -2psb support.
TyrUtils V0.14
#64 posted by
Tyrann on 2013/10/03 03:57:17
Qbsp can now parse Quake 2 map format - you still need your textures in WAD format, but qbsp will automatically strip the leading path from the texture name and ignore the extra surface attributes that are not used by Quake. And by popular demand, we can now output RMQ style BSP2 ("2PSB") format bsp files again with the -2psb command line.
TyrUtils v0.14 changes:
* qbsp: Added Quake 2 map compatibility
* qbsp: Add -2psb option to output in RMQ compatible BSP2 format
Download from the
utils page as usual (Win32 / OSX / source).
#65 posted by
Tyrann on 2013/10/03 04:22:04
@RickyT23: my light util has most things that are provided by the bjp tools - give it a try and see if it does what you need. Check the
docs to see which options and keys are available.
Sweetttt!!!!
#66 posted by
RickyT33 on 2013/10/03 10:25:29
I'll try the light tool too :)
Fantasic Stuff, But A Small Problem
#67 posted by
Orl on 2013/10/03 19:56:51
This is great news that you have added RMQ BSP2 support for Tyrqbsp. However, there is one crucial feature that crashes v14 of tyrqbsp before it even begins, fence textures, or alpha masked textures.
If tyrqbsp finds any texture in the map that starts with the { character, is stops operation and results in an error of:
************ ERROR ************
Internal error: didn't allocate enough entities?
or
************ ERROR ************
Internal error: didn't allocate enough brushes?
depending upon the map. I've done various tests and concluded the result of this error is in fact the cause of having just one texture starting with the { character, which any alpha masked texture must start with to be rendered properly by RMQ etc.
Surely this is an easy fix?