#7169 posted by Mikko on 2008/03/16 16:26:36
That worked - thanks! I'll modify it a bit to make it look more transparent.
Getting An Error On My Quake 1 Map
#7170 posted by Phenom on 2008/03/18 18:54:02
I'm working on a map and its goin good but when a friend tries to test it out using DarkPlaces they get this error.
Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away
The map is a "space map" as in if the player touches the far edges of the map in any direction they will be instantly killed with a hurt function.
Another issue I am have, you die instantly upon spawning in the level, I have checked to make sure the player starting point was not inside a hurt function, but I am still getting instantly killed when I load the map. The only way around being killed is to toggle the console within the split second the map loads and turn god mode on.
#7171 posted by JneeraZ on 2008/03/18 19:05:40
Sounds like one of your hurt trigger brushes is misshapen and Quake is extending it's volume all over the map or something. I would suggest checking them all and make sure they are all truly convex and on the grid.
Read This
#7172 posted by Spirit on 2008/03/18 19:06:04
http://user.tninet.se/~xir870k/tooltips.txt
And be aware that you _might_ run into bugs that are Darkplaces-specific and are not affecting other engines.
2nd Problem
#7173 posted by Preach on 2008/03/18 19:16:17
One thing you should check is whether your spawnpoint at the start of the is positioned at the origin of the map. If it is then what may have happened is you've accidentally created a point sized trigger_hurt. This is basically a brush entity which has lost its brush, so the engine creates it as a single point at the origin of the map.
One way to test this out is to load it in the new version of quoth:
http://www.celephais.net/board/view_thread.php?id=60173
Turn developer mode on and run the map. If this is the problem, then you should get a warning message in the console saying a point sized trigger was removed, and when you spawn you shouldn't be killed by it.
#7174 posted by Phenom on 2008/03/18 19:49:24
Turns out something was wrong with one of the trigger_hurt functions. I have removed all 4 trigger_hurt funcs for now.
Thanks to everyone who helped :)
I'll probably be back shortly heh
#7175 posted by Kell on 2008/03/18 20:06:59
I'll probably be back shortly heh
Glad to hear it. I like space maps.
Preach
#7176 posted by RickyT33 on 2008/03/18 23:29:20
I get warnings in FitzQuake when loading my new map. Something about being "unable to find whatever/quake.wav"
Obviously its a Quoth2 map :P
Err... I was just wandering if you might know if its a Quoth progs thing or if its more likely to be something in my map, cause I cant see any reason for it...
Cheers!
Anyone Know Where...
#7177 posted by RickyT33 on 2008/03/18 23:52:23
...I can find a Quake Palette color index list?
#7178 posted by JneeraZ on 2008/03/19 00:03:25
The Quake Palette
#7179 posted by Kell on 2008/03/19 00:35:54
Sound Error
#7180 posted by Preach on 2008/03/19 01:54:15
I'm guessing you put an info_screenshake somewhere in your map. This has two default sounds, misc/quake.wav and misc/quakeend.wav. These sounds come from the hipnotic mission pack, but neither of these sounds are supplied in the quoth download, which is an oversight. For now set both "noise" and "noise1" to "misc/null.wav".
Willem, Kell And Preach
#7181 posted by RickyT33 on 2008/03/19 11:06:56
Thanks for the info! You're very helpfull people!
Now I can have a red forcefield and no weird startup messages so thanks.
Oops
#7182 posted by DaZ on 2008/03/21 00:47:51
I *somehow* (read : through utter stupidity) managed to delete all trace of the file s_explod.spr from my quake directory, I've even looked inside pak0.pak and it aint there, its all very odd and now I cannot play my beloved Quake :( Could someone please e-mail me the file??? My email address is in my profile.
Daz
#7183 posted by Kell on 2008/03/21 01:13:07
Mail sent.
Thanks
#7184 posted by DaZ on 2008/03/21 04:34:58
life-saver :)
Help
#7185 posted by spy on 2008/03/22 06:05:15
z-fighting, how can i get rid of it?
I Think This Is What You Are Looking For
#7186 posted by HeadThump on 2008/03/22 07:06:58
http://user.tninet.se/~xir870k/tooltips.txt\
Texture flicker while playing, "zebra-effect"
This is normally caused by the engine trying to render several textures in the same plane,
typically at some distance away. This is probably caused by overlapping brushes or e.g. a door
that isn't sufficiently encapsulated. In GL-engines you can also try setting the cvar
"gl_ztrick 0".
HeadThump
#7187 posted by spy on 2008/03/22 07:41:23
thanx :)
Fitzquake Question
#7188 posted by spy on 2008/03/23 21:33:53
when i try to load map with a fitzquake it crashes with allocblock:full what does it mean?
Untitled
#7189 posted by spy on 2008/03/23 21:36:40
nevermind, i figured out it
Usually It Goes Out With A Bang
#7190 posted by bambuz on 2008/03/24 04:19:59
but sometimes just a fitzquake...
Question
#7191 posted by spy on 2008/03/24 12:52:31
excessive lightmaps (90,normal =64) what does is mean, how can i reduce it? (the map has 1543 point ents, 118 solid ents) are lightmaps
only light ents, or every ent on map, ie mosters,ammo,light etc?
#7192 posted by JneeraZ on 2008/03/24 13:02:42
Lightmaps are generated for every BSP surface that accepts lighting. Basically, I think that error means you have too many faces in your BSP. Delete some brushes to reduce your lightmap useage.
Or
#7193 posted by ijed on 2008/03/24 13:14:27
Increase texture scale. The bigger a texture is scaled up the less it requires in light.
Chances are you've got a void map with a large box enclosing the level. Sky brushes can have a texture size of 9999x9999 and look exactly the same in the game. You can also do this to trigger and clip brushes - though I'm not sure if they affect lightmaps.
Aside from this noclip outside the map and look for hollow spaces that aren't meant to be drawn, but are. Sometimes there can a wafer thin chunk of enclosed space that's adding to the compile times of the level.
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