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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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Yeah, So 
where do you go for beta testing?
does anyone here still betatest q1sp maps? 
Necros: 
of course people still beta test q1sp maps.

Either ask some of your buddys here, openly ask for people to mail you if their interested, just put the beta up and link it for anyone to grab (screenshot thread, at least back on Qmap, used to double as the beta testing thread too so that'd be the place to do it), or hop on IRC, go to irc.gamesnet.net in #terrafusion and ask some of us to quit being losers and beta test your damn map. Plenty of options.

Also, I'd beta test your map if you want, just shoot me an email or something. 
Hardly Dare To Ask... 
betatesting?
Great, I was bizzy with Starlight21.
He tested my first 5 levels, and did a great job! Sure he did.
I have the levels ending on e1m2.
So ready to send you. If you can have some Old School Q1 ragging? 
Thanks guys,
Deleting the meshes didn't work for Fitzquake, it still died, normal glquake worked though.

I may use this version of the saw anyway,
looks like it is easier to integrate into
my current codebase than the Zer/OUM saw.
If I rename the .mdl (in code and file) it shouldn't conflict with the axe mdl meshes. 
Hey Guys... 
If you have a repeatable bug (crash or otherwise) in fitzquake, i'd love to hear about it. Send me an email if you can. 
What Is It With 
sections of a brush being transparent for apparently no reason at all?

my fix is to put a same sized, same textures brush as func_illusionary but it's just a hack, really... 
Metlslime 
Certainly. I haven't had a chance to test things since Friday, but I would suspect the source of the error is that FitzQuake is not allowing an override for the chainsaw uses the same .mdl name as the axe.

I apologize that I am not as familiar with your code base as I should be given the many bug fixes you have implemented for the Quake Source.

If I get some free time later in the week, I'll test this out further and e-mail what I find and any fixes that I may come up with. 
Metlslime 
I still have problems with FQ 0.75 aborting with "Bad surface extents" although the readme says that it's fixed. Also, I've also had rare aborts with something lika "Texture is not 16 aligned". 
Necros - I Test SPQ1 
I've got lots of experience. I'm available for testing in early January. 
AguiRe 
Cleaner map will come in January. I feel sorry for your P4 chewing the gristle that is my map. What I've done so far is neater and internal voids are being filled in.

Distrans - Good to see you posting. Know that I'm fighting the good battle to see E2M1a compiled. 
Heh 
My P4 didn't know what it volunteered for; it's currently at 98.27% after nearly 299 hours with an estimate of another 35. That's 12 days straight over a period of 19 days real time. A new record for me at least.

Scrag, don't worry, I do it mostly to see if it's actually going to finish and to test my tools. Just let me know when you have a new version ready and we'll take it from there. 
Aquire: 
the only case of "bad surface extents" i fixed is when it's caused by a missing sky or water texture in the bsp file.

As for the "not 16 aligned" message, i'll look into that when i get home (i'm on vacation currently.) 
Refer#910 
awesome, gimme your email and i'll shoot a message off to you around that time. 
Necros: 
check your mail man, just sent you a bunch of comments and suggestions.

Madfox: Sorry I haven't gotten back to you yet, I'll peek at your map really soon. 
Scampie, 
i didn't get the email.
did you send it to either necros@planetquake.com or necros@rogers.com? 
Phait, You Wanted Mac OS Compile Tools? 
this site should have them: www.planetquake.com/paroxysm 
Grahf 
Thank you very very very much! :) 
Hellllp! 
...Does anyone know how to get GtkRadiant 1.4.0 working for quake mapping... I already read the Tuts by Tig and Necros (thanks a lot guys) but they're both for version 1.2... Anyone has a clue? I'm a complete newbie, so the question could be very stupid..... 
Necros: 
to necros@rogers.com 
Got It! 
thanks for the awesome feedback, Scampie! 
Scragbait 
Your map finally finished vising:

---- Vis 2.22 ---- Modified by Bengt Jardrup

File: e2m1a.bsp
6117 portalleafs
22174 numportals
Loading state file: e2m1a.vis
testlevel = 4

average leafs visible: 552
max leafs visible: 2336 near (-2885 -1736 1184)
c_chains: 2789094431
visdatasize: 1169545 compressed from 4679505

Elapsed time : 5h 45m
Session time : 346h 1m


The bsp actually works, too (at least in FQ). Max wpoly is about 3500 near the power plant tower (the coordinates above).

I sincerely hope that you can reduce the fullvis time from its current 14 days ... 
-Alternateaxis 
I may be doing something wrong, but how can I put in a parameter for the BSP program in Worldcraft 1.6? I've got 4 different BSP's: WC's, Tyr's, Tree and W. I'm having the problem with 45 degree angle texture misalignments. I've tried the paramter under Tools/Options/ and in the BSP path field... with some BSP programs it throws an error in the process window and continues to compile, in some it just builds with no error.

Or am I just better off BSP'ing manually? I had fixed this issue a long time ago, but I think it may have been a modded .FGD actually. Also, is there a certain FGD you would suggest getting that I may be better off with regardless? 
Phait 
dont use the worldcraft process window, just open a dos window (start->run->command (or cmd if running 2000/XP) and compile from there.

and -alternateaxis is probably what you want. as long as the texture is aligned in wc it will show up fine w/that 
Oh, And... 
fgds shouldnt really mean anything to your compiling other than where items are placed, use czg's it has fixed item-offset bugs iirc:
www.planetquake.com/greyvoid/quake.fgd 
Damnit 
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