#9703 posted by necros on 2010/04/17 06:20:52
Er, why?
because they didn't play in fq080.
i think i weathered through tronyn's masque in dp (both when testing and then to play properly), because the map was ridiculously cool, but i enjoyed it a lot more when i was able to replay it in fq085. mind you, dp wasn't as good in 07 as it is now. it was generally slower and the version i used back then had some weird bugs which are all fixed now.
i shall address your initial points:
It's cross platform and open source
i'm on windows and i can only compile source files on my work machine with microsoft visual studio. completely indifferent.
free as in beer
all engines are, and if they aren't i wouldn't even look twice at it. this isn't really a plus or minus.
looks better than other engines
subjective and debatable. it's not ugly though, and the presets in the menu do a good job of setting things up.
still, i prefer FQ because it has cleaner, solid particles. DP at 'quake settings' has fuzzy particles like they are covered in fur.
supports a crackload of extensions
i haven't really wanted to mod anything that can't be done in normal qc. indifferent.
custom assets in various formats
all i really need is external tga textures to circumvent the quake palette and skyboxes, which FQ already does. indifferent.
gigantic maps
not sure if it's changed recently, but FQ has higher limits for static entities which prevented a map i was making from loading in DP.
it's stable enough.
no arguments there, i've never had the engine crash during gameplay. but neither does FQ. indifferent.
SDL and GL versions
i suspect this is more to do with portability? i am using quakespasm atm because it fixes the 64 bit + dual core + w7 problem in fitzquake. not because it's sdl.
whether it's sdl or not, opengl or directx, really doesn't affect me in any way since it either works or it doesn't. indifferent.
there is one thing that i care about that DP has over FQ though, and that is the increased accuracy on angles. or maybe the engine interpolates angle changes. the point is my cogs and gears accelerate to full rotation speed very very smoothly and slowly rotating brushes don't have to deal with low precision angles. :)
oh, and snd_spatialization is pretty sweet and easy on the ears.
finally, and i hesitate to bring it up because it's not very quantifiable, but even at 'quake settings', DP runs slower than FQ. when developing maps, i'm routinely running around with 20k wpoly and maybe 50-90k epoly. DP slows down to a crawl, and no way would i use one engine to develop on and another to play.
your later post:
Custom HUD elements via CSQC would be nice. So would squad AI and stick physics or ODE.
for this stuff, wouldn't you be better off in idtech4? it's 2010 after all. ;)
the AAS system makes ai and pathfinding very simple and the gui stuff is one of the 'big' things about idtech4. the physics engine leaves something to be desired though, it's pretty shit. :\ (what's ODE physics?)
anyway, you shouldn't be so worried about if 100% of the community will play your mod or not. i'm sure there are people who hate quoth with a passion and curse every map that comes out that requires it.
just do your idea for DP and if it's awesome enough, it might even entice other engine coders to update their stuff to be compatible with it. or it might not. but at least you made something bad ass, that's really what's important, no?
Lighting Entities
#9704 posted by Mike Woodham on 2010/04/17 18:25:36
I have three entities that will move during in the game. They are equally spaced and between and around them I have lights. The two outer entites are lit correctly but the middle one is not lit.
Are there special considerations when lighting certain types of entity? I though that they picked up their lighting characteristics from the surface below them so was expecting all three to be lit the same.
#9705 posted by necros on 2010/04/17 19:05:31
you're talking about point entities?
it also depends if you have sky brushes below. you have to bury a normal brush inside the sky brush.
also, the original quake engine only checked a certain amount below them, if the floor was further than that amount, they would just be full dark.
that's all i can think of.
'kin' Plonker I Am
#9706 posted by Mike Woodham on 2010/04/17 19:27:20
So I know that the 'kin' entity takes its 'kin' light from the 'kin' surface below, so why the 'kin' hell did I 'kin' delete the 'kin' brush before I compiled the 'kin' test map!
I need to stop drinking... no, I need another drink...
(thanks anyway necros)
Haha
#9707 posted by necros on 2010/04/17 20:29:52
awesome! ^_^
Gtk/netradian And Darkplaces
#9708 posted by Ichiman on 2010/04/18 12:21:04
Hello, i have the ID.wad file in the /quake/id1 folder, but the radiant cant load the textures... I selected the darkplaces game and setupped properly, but i dont have any texture in the editor... pls help
#9709 posted by Trippa on 2010/04/18 18:50:33
ID.wad in id1/gfx/ perhaps?
#9710 posted by Ichiman on 2010/04/18 19:48:38
no
#9711 posted by Ichiman on 2010/04/18 19:54:56
Some error logs from GTK/Net radiant...
Unable to find default tag file C:/Program Files/GtkRadiant 1.5.0/darkplaces.game/shadertags.xml. No tag support.
Unable to find default tag file D:/NetRadiant/darkplaces.game/shadertags.xml. No tag support.
When i try to FlushReloadShaders in Netradiant:
Parsing shader files from D:/Games/DPquake/id1/scripts/shaderlist.txt
Unable to read shaderfile scripts/common.shader
Unable to read shaderfile scripts/quake.shader
Question
#9712 posted by Tronyn on 2010/04/21 10:17:38
I'm getting an error from TXQBSP, "Invalid brush plane format on line (x)." I think the map file might be corrupt but I'm hoping there's something I can do about it, but I don't understand the format well enough to figure out what's wrong. Anyone have any ideas?
Have You Tried..
#9713 posted by rj on 2010/04/21 10:34:27
importing the .map file back into your editor? that normally weeds out any broken brushes. if not then load it in notepad, go to that line and delete the brush manually (each brush starts with a { and ends with a })
it might be a crucial brush.. but then i guess you'll notice its absence if it is :)
Heh
#9714 posted by Tronyn on 2010/04/21 10:44:22
yeah I tried deleting the brush in question but then there was another one, and another, heh, so yeah I'll try re-importing. Thanks for the response.
Now I have another question, which is how do you generate an .ent file (to edit map entities) using just qbsp anda bsp file.
Hmm
#9715 posted by Tronyn on 2010/04/21 10:51:32
wow, k I just tried importing from the .map, and the .map appears empty in hammer. now this is messed up.
Ouch
#9716 posted by rj on 2010/04/21 11:01:19
hrm. hammer uses a different kind of map format doesn't it?
as to the other question, i know adquedit is a dead useful little app that can do it with little hassle...
Anyway.. Vertexing Question
#9717 posted by rj on 2010/04/21 11:03:21
i actually came in here to ask a question of my own :)
(this for anyone who uses an editor that *isn't* WC 1.6)
say you have a cube, in your top down view, and clip it half vertically then horizontally so you have 4 brushes joined together. then you select all and go into your editor's vertex editing mode
in your top down view, you should now see 9 vertex points. when you click on the middle 'one' (there are actually 8 on that z-line but to the human eye in that view, it's one), how many actual vertices does your editor select? is it all 8, the top 4, one of the top 4 or one of the top 4 and the corresponding vertex below it on the same brush?
and what about selecting the top 'point' in 3D mode? all 4 or just the one?
WC1.6 will select 2 aligned vertices but only one brush at a time, and only ever the one in 3D view. just wondering if any others did it differently. at the moment i have to draw a selection box around the point and hit enter to move all of them at once, ultimately i'd like to just be able to click and drag (or hit an arrow key) to move all the vertices at that point
#9718 posted by RickyT33 on 2010/04/21 12:46:30
have you tried drag-selecting all eight points or four points or whatever in 2d mode (while in vertex editing mode) and pressing entar?
Yes
#9719 posted by rj on 2010/04/21 13:25:50
at the moment i have to draw a selection box around the point and hit enter to move all of them at once, ultimately i'd like to just be able to click and drag (or hit an arrow key) to move all the vertices at that point
just wanting to save time/effort when doing lots of it
I Think
#9720 posted by ijed on 2010/04/21 15:37:46
3.3 Selects the singular vertex closest to the view.
Seems like there should be an option for this, aside from the middle points on/off thing.
Tronyn
#9721 posted by ijed on 2010/04/21 15:44:29
I had the same problem when you sent me your RWOP files ages ago - nothing in the active windows.
Probably the only workable option is to use the fix options inside of Worldcraft, but also figuring out a way for the map to stop eating itself with errors.
I've heard of this before but never of a solution.
Tronyn
#9722 posted by necros on 2010/04/21 21:31:30
could you copy and paste the line (and the whole brush) in question? maybe someone will notice what's wrong with the syntax.
( -1952 -1088 2368 ) ( -1920 -1056 2368 ) ( -1920 -1056 2336 ) metal5_60 31 63 90 1 1
here's a standard q1 format line in a brush definition.
3 xyz coordinates, followed by the name of the texture, then x offset for texture, y offset for texture, angle to be rotated, x scale, y scale.
Have To Say
#9723 posted by Drew on 2010/04/22 01:38:03
I pretty much hate 3.3 now.
I think I might go back to 1.6...
Well
#9724 posted by ijed on 2010/04/22 02:34:47
After starting with 3.3 I hated it. I thought about going back to 1.6a but then remembered all the little issues that version had as well.
They're both temperamental, at least with 3.3 there's proper texture lock.
Q: So Why Don't You Use An Alternate Editor?
#9725 posted by ijed on 2010/04/22 02:38:20
A: Because now all my maps are in 3.3 texture format...
And I like the interface still.
#9726 posted by Zwiffle on 2010/04/22 02:51:16
3.3 is better than 1.6 by a lot, but it's just so damn cumbersome compared to radiant.
I wish I had the balls to go make my own god damn editor with exactly what I wanted to work how I wanted it to work :(
If There's Hope For Him
#9727 posted by ijed on 2010/04/22 03:32:32
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