Necros
I'm loading def files - why? What do you mean by structured text? XML? I have to say I'm not a big fan of XML, but .def files are pretty stupid, also.
#52 posted by necros on 2012/03/15 22:08:18
anything with structure really. just wanted to know for that def/fgd converter thing. i'm almost finished it now... has a gui, can parse files and such. was going to see if i needed to add another format. :)
Hehe
No, TrenchBroom uses standard file formats for everything. It won't have a special format for anything.
Hot.
I'm all over this the instant I can get a build that works with my shit. Which would pretty much have to be PC/Windows. The iPants version sounds like a great idea but a massive challenge! I bought one for the wife a while back though, so bring it on. Hell, I'd even install Linux as long as I can get a build where I don't have to recompile my Colonel Sanders and write my own sound drivers.
On the subject of .def files, it's probably a good move to go with that, since it'll be familiar to some people, and you can use existing resources if needed. Tigger-oN has some that were pretty comprehensive and well documented that he was distributing with his GtkRadiant guide/package years ago. Whatever the format is, if its easy enough to follow, people can help with adding Quoth stuff and what have you.
Isn't There A Def File For Quoth Already?
I plan to include .defs for commonly used mods with the release. Currently, only standard Quake is included, but I'd like to add quoth, too. Which other def files should I add to that list?
Okay, I see that many people are interested in a Windows / Linux version, so I'll get cracking on that right away.
Quoth Def
I would certainly imagine there's a .def for Quoth by now, that was the point though, it was a smart move to use an existing format rather than creating a new one. But of course you already know that. I can also state some more obvious things such as ports would be awesome!
I'll have to start planning my first TrenchBroom map.
Cool
I'll keep you guys posted about the progress.
Frib!
#58 posted by than on 2012/03/16 15:14:06
did anyone make an SP EFDM12 yet? If not, you should!
Hi Than
Not yet, but yes, I should. If only because you said so. Honestly, I'd love to do some Quake stuff again. I have a great setup for it, just need to stop working 80 hours a week on shovelware to make my own mediocre stuff!
Don't Forget
#60 posted by jt_ on 2012/03/17 03:31:32
The rubicon def file.
Already On The List
thanks
Multi-type Classnames
#62 posted by negke on 2012/03/17 11:40:35
Does/will TB support multiple entity types with the same classname, e.g. brush triggers along point-based ones? Not allowing this is a major inconvenience in Gtkr.
Def files: I hope the existing Quoth def (if there is one) was done by Preach. Otherwise it'll be just as incomplete as the Quoth mapping manual. The standard Quake def that comes with Radiant is missing some stuff, too.
I Don't See Why Not
I can add support for that, yeah.
Compile Error
#64 posted by horrorprn on 2012/03/25 06:13:31
I downloaded ttsample.map to test compile, everything completes without giving an error but when I try to run the map I get:
Removing existing BSP file '/Applications/quake/id1/maps/TTSample.bsp'
Failed to copy BSP file from '/Applications/Quake/id1/maps/TTSample.bsp' to '/Applications/quake/id1/maps/TTSample.bsp': The operation couldn�t be completed. No such file or directory
when I try loading the .bsp file directly the map is fullbright.
#65 posted by necros on 2012/03/25 06:44:22
looks like the shell script is removing the bsp file first then trying to copy?? or is it removing the old version?
fullbright map just means light.exe did not run (or no light data was saved).
Hmm
Yeah, I see that sometimes, your Quake directory has a capital Q and sometimes it's lowercase in those error messages. Can you drop me an email with the full error messages at kristian.duske@gmail.com please?
Necros
It's not a script, and yeah, it removes the old bsp from Quake/id1/maps first, then copies the new version.
Aha
Did you put the .map file into your Quake/id1/maps folder and the compiled the map from there? Because then, it'll create the new bsp, remove the old one (which in this case is identical to the new one) and then, when it tries to copy the new bsp, it's gone. You should not store your .map files in Quake/id1/maps. Put them someplace else.
Some Results
#69 posted by horrorprn on 2012/03/26 05:32:09
moved the map files into a separate folder and now I can run them from the editor. still getting fullbright maps. no errors come up in the console but all the light threads take 0.00 seconds. are there verbose modes I can set to give you a more useful error log? also would it matter that I'm running 10.6.6?
Thanks
Can you post the complete log from the console please?
#71 posted by JneeraZ on 2012/03/26 11:02:28
You're sure the map is sealed? I know it's a sample map but maybe a vertex drifted or something.
If you noclip in the game, is all of the outside cruft gone or is it still there?
#72 posted by JneeraZ on 2012/03/26 11:03:02
Oh wait, light would still run if it was unsealed... never mind. :-/
Test Map
Where did you download it? I'd like to get it and test it myself.
#74 posted by JneeraZ on 2012/03/26 11:38:21
I Can Compile And Run The Map Just Fine.
Light finishes in 0 seconds for me, too, but the map is not fullbright. Which engine are you using?
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