Ilovequake:
#8587 posted by metlslime on 2009/06/10 23:53:38
maybe try gl_clear 0?
Hmmmmmm
#8588 posted by iloveQuake on 2009/06/10 23:58:59
that makes it a black box with only the numbers shwoing up and other small things where my hud should be ... very very strange................
Tools
#8589 posted by JneeraZ on 2009/06/11 13:25:28
My current map is breaking my compile tools in bad ways so I was thinking of upgrading to some better ones. Are these the best available?
http://user.tninet.se/~xir870k/
And, if so, am I looking for Tx/TreeQBSP or "Enhanced versions of RVis, Light & BspInfo"? Which tools are guys using for large maps currently?
Both
#8590 posted by negke on 2009/06/11 13:27:04
And use Tx instead of Tree.
#8591 posted by JneeraZ on 2009/06/11 13:28:36
Are you sure? The TX has an older release date than Tree. What's the difference/problem with Tree?
#8592 posted by negke on 2009/06/11 13:30:28
Afaik, aguirRe once mentioned that Tx is the preferable one because of the tjunc calculation (which Tree apparently lacks).
Yeah
#8593 posted by RickyT33 on 2009/06/11 13:32:03
Your looking in the right place! TxQBSP is proabably considered to be the best (fastest, most stable, extended limits, enhanced bug and error reporting etc, etc, etc). Infact AguirRes light and vis tools are also awesome - the light tool has some fantastic features, and it can even emulate other modified light tools, as well as giving the most hi-res lightmaps for Quake that I think are currently possible!
All Hail AguirRe!! (Mr Yardrup for those who dont know him as AguirRe)
Only problem for you will be running them on OSX, Mac thingeymajig... I think they're all Win32 applications, designed for use with Windows XP.
Seriously though, the TxQBSP is a godsend - used it to compile horrible maps like Sickbase, which were full of errors.
/me Shows His Amateurish Colours
#8594 posted by RickyT33 on 2009/06/11 13:33:53
Hmm
#8595 posted by nonentity on 2009/06/11 16:06:46
Yeh, but I'm sure you can use Wine or some other VM on Mac to run the tools fine. And it's not like there's a viable Mac native alternative...
Alternatively
#8596 posted by Lardarse on 2009/06/11 16:32:18
Compile them yourself?
#8597 posted by JneeraZ on 2009/06/11 16:36:06
He includes source code. I'll convert them to Mac (it's usually just a bunch of warnings that need cleaning up as the id tools are written in portable C) and replace the ones inside of my level editor with those. I remember asking him about that a long time ago and he was cool with it...
Hmm
#8598 posted by nonentity on 2009/06/11 16:41:00
Aaah, I wasn't aware it was that easy to cross-platform compile. Lack of GUI/anything except proprietery math I guess.
But yeh, if it's that simple then that'd blatantly work...
#8599 posted by Spirit on 2009/06/11 17:11:34
Didn't stevenaus, lazy_bum or gb port aguirre's qbsp and light to linux? That would be a start.
#8600 posted by gb on 2009/06/11 18:50:04
http://www.quaddicted.com/tools/bjptools_linux.zip
I hope that is the latest version.
Willem, some stuff is dependant on Windows system calls, although Bengt always said that he tried to avoid that. The wildcard support in wad names for example. So for convenience I simply cut that.
Treeqbsp was easier to port than Txqbsp. Whatever, I don't have problems with tree - quite the contrary.
If you port Txqbsp, I would be interested in the source. I'd also be interested to know if the current stuff compiles on a Mac.
I planned to multithread the vis using your code, but haven't done so yet due to my whole life being absorbed by that bloated monster over there that was once an innocent little project.
I also want to implement origin brush support, since I seem to be the last man standing on that front, but haven't done so for the same reasons.
Anyway, if you do something, can you upload the source somewhere plz?
#8601 posted by gb on 2009/06/11 18:51:37
It's also a c/c++ mixture so I use g++ to compile, even for the C files. There is some compiler option that makes it possible, look in the makefile plz.
#8602 posted by JneeraZ on 2009/06/11 18:56:31
Yeah, I'll do what I did last time ... I'll create XCode projects for the tools and then I can set flags and all that junk pretty easily. Shouldn't be an issue although if there is Windows specific stuff now that will take a little longer. Still, shouldn't be a problem.
Treeqbsp And Tjuncs
#8603 posted by metlslime on 2009/06/12 00:22:38
i've always used aquirre's treeqbsp because I was using the original treeqbsp before aguirre tooke it over.
I think long ago the tree guy stupidly disabled tjunc repair, but later added it back. Or maybe aguirre added it back. Anyway, it should correctly repair tjuncs now, as far as i know...
Jesus
#8604 posted by Drew on 2009/06/12 07:09:57
So I used your method Ricky, but...
Although the wad file I created shows up in Wally, itdoesn't show up in my computer or worldcraft.
I'm sure I'll be able to figure it out soon enough...
Nevermind...
#8605 posted by Drew on 2009/06/12 07:11:10
I was being dumb.
TxTree
#8606 posted by negke on 2009/06/12 10:06:42
So which one is better then (despite the fact that it probably doesn't matter since both are good)?
Hello Again, Back With A Problem ...
#8607 posted by Ron on 2009/06/12 11:10:31
Something weird.
The map I'm making crashes most Quake engines on startup. But if I use the Quake-on program to start the map directly (not via Worldcraft)with a mod selected, it works. So I select the Travail or Zer mod in the Available Patches section of Quake-on and then put "Mymap" in the map section, it does work. How can that be ?
I prefer my map to work on it's own, not using other people's mods.
Well, What Is Teh Crash?
#8608 posted by metlslime on 2009/06/12 11:15:22
is there an error message?
Certainely...
#8609 posted by JPL on 2009/06/12 11:24:04
.. you have missed an option in your command line like -heapsize or -winmem or something like this.
Verify your engine launch command line setup in your editor, and try to reuse it in "standalone"..
It happened to me several times already ;)
#8610 posted by Ron on 2009/06/12 11:26:41
With Darkplaces the whole game crashes and the Windows Error Report screen comes up.
With Tomaz I get SZ_GetSpace: overflow without allow overflow set
SZ_GetSpace: Overflow Without Allowoverflow Set
#8611 posted by negke on 2009/06/12 11:34:00
These error messages indicate various memory buffers overflowing, typically in the protocol. The
major cause is too many things happening at startup, while playing or when loading saved games,
typically occurring when playing on Hard/Nightmare skill due to more entities.
Load the map with BJP's enhanced engines and in developer mode, it might print more helpful warnings.
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