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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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/me Shows His Amateurish Colours 
 
Hmm 
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 
Compile them yourself? 
 
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 
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... 
 
Didn't stevenaus, lazy_bum or gb port aguirre's qbsp and light to linux? That would be a start. 
 
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? 
 
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. 
 
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 
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 
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... 
I was being dumb. 
TxTree 
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 ... 
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? 
is there an error message? 
Certainely... 
.. 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 ;) 
 
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 
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. 
 
Excessive static entities (187, normal max = 128)
,I get in aguirRe engine. It will play the map though. Eventually. I've still got problems with starting aguirRe's Gl Quake, it takes about 5 minutes (!) to start up. I'm in a messy situation at the moment, having just reinstalled my PC and I've also just switched my video drivers. 
Ron: 
aguirre's engine is a good choice for loading maps that crash other engines, which is often caused by exceeding certain limits. Aguirre's engine will load the map and usually explain what limits you've exceeded.

If you have more than 128 static entities, that will reliably crash most engines. Assuming you want your map to be playable in most engines, you will need to reduce that number. Static entities include func_illusionary, light_torch, and other flame/torch entities. 
Note: 
fitzquake 0.85 should also load most limit-breaking maps, you could see if that has a faster load time for you. 
Still Weird Though 
But the thing I don't understand is that it does work, even in DP if I play it through a mod.
Could there custom progs have something to do with it ? Just guessing here, I don't know much about all this stuff. All I know is that I've got a map that's nearly finished and it's (maybe) good enough to show to the rest of the Quake world.

However, I know that I need to learn a lot more about efficient map making if I ever want to become a really good mapper. But I'm not giving up ! :) 
Static Ents Limit Is A Real Pain 
I hit it on my little Coagula map! Its not so bad with base maps, but torches in medevil maps blows it.

I had to remove some torches and add weird lights instead..... 
 
Maybe I could compensate a little using the +0, +1 trick and then adding normal light functions.
I'll try something ... 
 
You could of course get hacky and turn some of the torches into dynamic entities, but replacing them by texture light sources would probably be best. 
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