Er....
#8060 posted by RickyT33 on 2008/11/28 22:35:18
Command Prompt + AguirRe's txqbsp. Its fast, stable and VERY EASY TO USE!!!
(Not as far as I know)
Thanks
#8061 posted by enki on 2008/11/29 00:28:59
I'm not sure why but there is **** for Q1 support docs for GTKR 1.5.0. I can't seem to get the compilers configured right, it seems to want to default to Q3 compilers. There's that and Zerowing's gamepacks link is a 404, and there's nothing about how to get GTKR configured for Quake 1. This is frustrating.
Nm
#8062 posted by enki on 2008/11/29 01:04:56
forget it, i just forgot had to remake the .game file. all good. thx for hearing my rant.
Quake1
#8063 posted by ijed on 2008/11/29 04:30:26
Is a bit like that, Google just throws up lots pages of dead links.
Here's the main mapping place, Inside3d for modding and if there's a dedicated modeling forum then someone let me know.
I will say that there's a lot less timewasters in Quake1. Snarky fuckers in a higher percentage, but there you go.
Gtkr 1.5.0 And Quake1
#8064 posted by enki on 2008/11/29 09:33:32
Well I'm now at a loss. I think I need to make a new default_build_menu.xml because the one that comes with 1.5.0 is for Quake 3. I have no idea where to go with this... Google pretty much fails.
Anyone ever set up the build menu and get compiling from Radiant working properly for Quake 1?
Ijed,
#8065 posted by HeadThump on 2008/11/29 09:57:38
what sort of minimum set up did you stitch together to get Aquire's NehQuake to work without Nehahra present?
Thanks in advance
- Adawanp
Gravity
#8066 posted by JPL on 2008/11/29 14:29:50
Is it possible to have a "0" gravity in a map ? I think Quoth2 allows it, right ?
Well
#8067 posted by ijed on 2008/11/29 14:36:30
As I remember it needed inside it's own directory a fake packfile that simulated to the engine that Neh was present.
The packfile has a sprite and a map in it, those being the essentials.
http://www.4shared.com/file/73663601/52f16486/nehfakepack.html
Statue/viewthing
#8068 posted by generic on 2008/11/29 16:35:33
Isn't there already an entity called func_viewthing or somesuch that could be used for statues? Does it require precaching as well?
Thanks,
#8069 posted by HeadThump on 2008/11/29 18:07:09
you made my work flow today 100.88 percent easier. I was going to follow the pop up error trail to create dummy files otherwise.
Np
#8070 posted by ijed on 2008/11/29 18:14:28
Enki
#8071 posted by necros on 2008/11/29 21:21:06
why not give sikkpin's editor a shot? it's very similar to gtkr and it's made for q1
Necros
#8072 posted by enki on 2008/11/29 23:48:39
You are referring I would assume to this thread:
http://www.celephais.net/board/view_thread.php?id=60225
sikkpin's QuakeEd 3.1 (build 102. I will check it out. Thanks for the heads up; cheers :D
JPL
#8073 posted by Lardarse on 2008/11/30 01:31:53
No gravity at all isn't possible, as 0 will default to normal gravity, but you can make the gravity very low.
Lardarse
#8074 posted by JPL on 2008/11/30 09:34:58
Thanks for the info, I was not sure about that point ;)
Blue Lines
#8075 posted by Preach on 2008/11/30 18:21:53
You can't set the gravity multiplier on individual entities to 0, for the reason lardarse describes. But you can set sv_gravity to 0, which works because cvars can have non-zero defaults. I wouldn't recommend it though, because the player can't properly land, so even when you're against the floor you can't jump.
Hmmmm
#8076 posted by JPL on 2008/11/30 18:52:37
So a map with no gravity, like in space, would be very difficult to do.. unless a "fly mode" is enabled... Maybe a good idea for later ...
Thanks :)
Sound Question
#8077 posted by JPL on 2008/12/01 20:15:30
I have a question about sounds I want to add in my map (Quoth2 based): is there any specific format I have to respect ? During beta test, it has been noticed the sound, after some time, turns to metallic buzzy effect... any idea where it can come from ?
#8078 posted by negke on 2008/12/01 20:51:57
11khz mono.
The more sounds are played simultaneously (especially if they are loud/bass), the worse it sounds.
Negke
#8079 posted by JPL on 2008/12/01 20:55:50
Thanks... what if sounds are 22kHz or 44kHz ? Can it cause soundcard crash ?
Oh...
#8080 posted by JPL on 2008/12/01 20:57:03
..and 8bit or 16 bit mono ?
#8081 posted by negke on 2008/12/01 21:01:27
8bit.
If the sounds are 22khz etc, they usually aren't played in regular engines, I think.
JPL
#8082 posted by gb on 2008/12/01 21:22:01
space zero G maps, have you looked at Gyro? You can set various physics properties on entities, among them "hovering" which counters gravity IIRC.
http://inside3d.com/showtutorial.php?id=161
http://inside3d.com/showtutorial.php?id=163
http://inside3d.com/showtutorial.php?id=168
JPL
#8083 posted by golden_boy on 2008/12/01 21:26:30
sounds:
Engine needs 44.1kHz sound support, which many have, but your good sounds will stick out among the low quality Quake ones.
Metallic buzzing: Maybe distortion? Digital sounds can't be louder than 0 dB, otherwise you'll get bad clipping. Especially when several sounds come together, like an ambient sound plus monster, player and weapon sounds... the volume adds up, and then you get clipping.
Make any new sounds around -8 or -10 dBFS, often lower, and ambient sounds can be at -20 dBFS or similar.
Quake can't handle too many sounds at the same time, unless you do it right.
gb
And
#8084 posted by gb on 2008/12/01 21:28:27
higher sample rate sounds are normally roughly downsampled at runtime, which costs lots of processing power, and can maybe make your soundcard puke. Theoretically. Unlikely though.
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