#9669 posted by ijed on 2010/04/12 03:55:19
That sounds funky. Has someone else been using your machine?
It's just a security option, not a 'bin my stuff' option... although it is Windows.
AFAIK the .map format should retain the texture alignment as well since it's a modified form with a load of extra detail written in.
Yeah
#9670 posted by Drew on 2010/04/12 04:09:44
I'm pretty confused regarding that situation - I rebooted, and then my files were gone. Maybe I'm being a retard - I'm NOT much of a computer dude, like most people on func.
I'll keep poking around, but it was mostly crap scraps anyway, not too much of worth - just one or two files which were at all important to me.
I never had issues with alignment in .map files until when I was making sm 160 - RT23 gave me some tips on it earlier in the thread.
Is it a WC 3.3 issue only?
Its An "improvement"
#9671 posted by RickyT33 on 2010/04/12 14:30:09
Just remember to save to .rmf format and you cant go wrong :)
Vorelings
#9672 posted by Mike Woodham on 2010/04/12 15:15:19
I am not sure where the code comes (it was released some time ago) from but in the verion I have, they don't cling to the ceiling. Is there a flag to set in the editor?
Anyone know?
Mike
#9673 posted by spy on 2010/04/12 15:24:27
from the quoth mapping tutorial
Vorelings can be made to begin in a map hanging from a ceiling so that they can drop down on unsuspecting players. To do this, place the monster below a ceiling and set the key/value "dangle" "1"
http://kell.quaddicted.com/quoth/quoth_tutorial.html#voreling
Spy
#9674 posted by Mike Woodham on 2010/04/12 20:13:44
Thanks
#9675 posted by necros on 2010/04/14 03:55:46
does zipping a map file create micro leaks/brush misalignments?
dug a map out of a backup archive and there seem to be way more 1 unit misalignments than i remember.
I Hope You Are Joking
#9676 posted by Spirit on 2010/04/14 06:48:00
zip is lossless
#9677 posted by necros on 2010/04/14 07:48:41
heh, i dunno. it was the only thing i could think of. i could have swore i repaired the errors after making the backup, and it seemed like there were about 10x as many this time around. :P
#9678 posted by JneeraZ on 2010/04/14 15:15:58
Which editor? If it stores the planes in the MAP file as floats, it might be floating point creep.
#9679 posted by necros on 2010/04/14 20:13:24
it is floating point creep.
i was trying to figure out how to get aguirre's convmap to correct the inaccuracies (that's what it was originally coded for), but i couldn't. :S
#9680 posted by necros on 2010/04/14 20:14:54
that's what it was originally coded for
that's what it was originally used for (by me).
i used it to correct floating point inaccuracy when i was mapping with quark407 way back.
Marksurfaces...
#9681 posted by metlslime on 2010/04/15 11:28:56
This is my first time working on a map that pushes the marksurfaces limit, so i'm learning what exactly that limit means.
1. Other people have said "sometimes you can exceed it a little bit and it's okay". I just now confirmed that this is true, i have a map that doesn't crash win/glquake with 32806 marksurfaces.
2. I used to think that brush entities didn't add marksurfaces, but i just found that adding a func_wall increased my count. So they do.
3. GLQuake doesn't use marksurfaces at all when rendering brush entities, only uses them on world rendering. I wonder about winquake....
THEORY: you will crash only if the world itself has more than 32767 marksurfaces. If it has less, and only adding the brush entity marksurfaces pushes you over the limit, then you're okay.
Metl
#9682 posted by RickyT33 on 2010/04/15 11:51:04
I was thinking, does a func_illusionary add marksurfaces? I know a func_wall does, and it adds clipnodes aswell, but I'm not sure about func_illusionaries.
Ricky:
#9683 posted by metlslime on 2010/04/15 11:54:18
all brush entities should work the same way... the only difference is quakec (which the compiler doesn't know anything about)
#9684 posted by Trinca on 2010/04/15 13:03:45
had that problem in tchak... marksurfaces made me cut on some details i wanted to add :|
I've
#9685 posted by ijed on 2010/04/15 13:10:00
Started to implement point versions of all brush entities, which should be able to lower such limits significantly, and make build time quicker as well, since the mapper only needs to make their map's atypical door / crate / cog once.
Metlslime
#9686 posted by JPL on 2010/04/15 15:06:34
Actually it depends of what the engine has to render in real time. If you have a very good occlusion mapping style, then it is not a problem, else you have troubles...
Or you can use an enhanced engine with over-standard limit support.
As example in CDA the max marksurfaces was exceeding 32786 (i.e ~35000 if I remember well), and it requires a decent engine to play the map: i.e WinQuake is definitely not suporting it ;)
So
#9687 posted by ijed on 2010/04/15 15:43:23
Spawned .bsp's will still add to the total?
#9688 posted by metlslime on 2010/04/16 00:44:01
JPL: Well, i should mention that i want this map to play in all engines. So i am actually trying to understand the marksurfaces limit as well as possible. (also to help other people understand it too, of course.) As it turns out i am under the limit again (deleted a couple of less-important details.)
ijed: external bsp models (like ammo and health) should not affect marksurfaces because the problem is the index overflowing (stock engines treat the indexes as signed shorts, meaning 32768 will be loaded as -32767 and when you try to use that negative index on your marksurfaces array it will go outside the array.) External bsp models have their own arrays, so it should work. (to the best of my knowledge.)
#9689 posted by necros on 2010/04/16 04:06:02
i believe that trick where you reuse bsp models inside the map doesn't increase marksurfaces either, just the original.
So It's Releasable?
#9690 posted by Drew on 2010/04/16 04:07:42
#9691 posted by Trinca on 2010/04/16 08:31:44
metlslime
"i should mention that i want this map to play in all engines"
This one of my goals in all my maps!!!
hope you can kill the bug ;)
The Engine Question
#9692 posted by gb on 2010/04/16 14:35:50
I feel myself going in the direction of simply requiring Darkplaces. What's the problem? It's cross platform and open source, free as in beer... looks better than other engines, supports a crackload of extensions, custom assets in various formats, and gigantic maps, and it's stable enough. SDL and GL versions, too. Can't ask for much more.
I also like how video capture is piss easy in Darkplaces. You can even plug those *.ogvs directly into youtube.
rockin' engine. Sure, quakespasm is nice, too. Just not enough support for things like csqc, and slightly old school graphics...
a problem with many quake engines is the fact that they are just missing features that DP or FTE have had for years. Old school is well and good, but it's 2010. Custom HUD elements via CSQC would be nice. So would squad AI and stick physics or ODE. These things exist, but aren't supported by enough engines. :-/
Wouldn't want to live without .ogg support for the soundtrack either. No idea why other engines don't have that.
Well
#9693 posted by ijed on 2010/04/16 15:05:51
It's a case of multiple support - DP only makes you even more niche if you're on the dev side.
Quakespasm / fitz is a decent standard now with the raised limits. It's not flash looking but not everyone likes Quake to be and any made specifically for it can still be played in DP for those who do.
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