SPR Replacement?
#276 posted by
PRITCHARD on 2021/08/09 09:43:29
Does QSS support replacing .tga (or other format) .spr replacers? Using the FTEQW and MarkV naming convention, it doesn't seem to work so I assume it is unavailable? Would like to know for certain though.
#277 posted by
SR on 2021/09/15 08:06:02
I've encountered a bug with incorrect spawning monsters in my old map and the newer one, which is not released yet. I've tried two different revisions of qss and in them monsters spawn differently. Anyway the both revisions have that problem (2021-03-06 and 2021-09-13). I can fix it by moving monsters above the ground or in a diffrent place in trenchbroom, but it still annoying. The maps work flawlessly in Quakespasm and DarkPlaces.
#278 posted by
SR on 2021/09/15 08:26:56
The map that doesn't work correctly with QSS if you want to check it:
https://www.quaddicted.com/filebase/pillars.zip
The main problem with some monsters in the teleporter closets.
#279 posted by
SR on 2021/09/15 08:36:51
Also, my newer map works fine in the old revision of QSS but it's messy in the latest one.
QSS Version?
Have you checked out the latest version with your maps. I thought this might have been fixed but i have no idea. QSS releases can be confusing as you can read above.
No matter what these issues have affected other maps as well.
It Would Help
If there was a changelog on the QSS website. I assume most of the updates these days are for Quake Enhanced, but not sure.
Dumptruck_ds
#282 posted by
SR on 2021/09/17 06:42:18
I've tried the latest one i think, form QSS website.
@SR
#284 posted by
Tribal on 2021/09/17 14:24:36
Did you already tried to change the console command:
sv_gameplayfix_setmodelrealbox ?
QSS has it turned on (1) by default, so the engine takes the real size of the enemy model instead of the size registered inside the QCs files.
I noticed that turning it off (0) can solve a lot of problems like enemies stuck in floors or walls.
Bounding Boxes
#285 posted by
mh on 2021/09/17 15:39:07
This problem happens because Quake has two different bounding boxes for it's MDLs. The physics box for clipping, and the geometry box for frustum culling. The physics box size needs to be what it is because of the BSP hulls.
The problem occurs when well-meaning engine coders intend to calculate an accurate culling box (which GLQuake gets wrong) but end up changing the physics box too.
The MDL format actually includes per-frame culling boxes so these don't need to be recalculated at all, they just need to be loaded and used properly.
Sv_set_this
Setting an undocumented cvar shouldn't be required to play a map.
How does one know about a cvar if there's no changelog and no documentation?
@Tribal
#287 posted by
SR on 2021/09/17 17:37:51
Tried and it didn't help.