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Quake Coagula Contest 2!
What!? The second Quake Coagula Contest. Coagula maps are maps made floating in a space void. If you want to download the first Coagula Contest to get some inspiration, ideas, make sure you understand what a coagula map is... then click this link: http://www.planetquake.com/dl/dl.asp?tronyn/coagulacontest.zip

When!? From Now: Dec 28th 2002 - Until March 1st 2003 (all maps must be sent to me by March 1st, 2003).

Rules!? Not many really. Map has to be a Coagula Map! Maps MUST be singleplayer as a minimum, deathmatch is optional. However, I am going to judge them based on there singleplayer gameplay aspect only. All maps must have a readme with them. maps should be playable in standard software and glquake.

Theme!? You can build in any theme you want, use custom textures etc etc ... coagula maps are all about using your imagination, the deliberately surreal setting should inspire you. Download the coagula contest pack above, as already mentioned, if you need more ideas.

etc. The pack with be released on March 2nd. Your map MUST be finished and sent to me by March 1st. If you plan to make a map, please post here, or somehow tell me so I can be sure of who and who not to expect maps from. I want every who maps to get their map into the pack.

Discuss kthx.

(note: this has been reposted from Qmap3, (for the original thread, see http://qmap.peej.co.uk/?thingid=-1809982394 ), as people seem to be moving/posting here now.)
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:O 
15 characters, eh? That's exactly the kind of until-now unwritten rule I was talking about. A few of them are 16 or 17 chars. It's not my fault, Wally let me do it!

Fixing the texture names is easy, I can have that done by the morning, but doing a proper vising on this map takes nigh on forever. Does anyone have a super computer they can lend me? 
Arguire 
So it turns out that I can't count at 4 in the morning. The longest texture name is exactly 15 sans extension. The texture with the underscore is e8clangfloor04_ which I used extensively.

However, my wad didn't have the trigger or clip texture. I passed them off as only being necessary for the editor, and edited using common/trigger. Do you think that would cause the problem? 
I'd Suggest 
that you rebuild it the same way as before, i.e. only fastvised. A fullvis on this map will be pretty painful; you're most likely looking at several days of processing even on a powerful machine.

Although the Win/TyrQuake guys will most certainly feel the r_speeds hit even more ... 
Simultaneous Posting, Eh? 
I'm not sure but I'd definitely make sure that all textures are included in the wad before doing anything else. Also check compiler log for missing texture entries.

Since I think that the bad bsp miptex entries I found before in fact are from the trigger_hurts, it makes sense that this is the problem. 
 
and edited using common/trigger

That's the trigger texture for Quake 3, not Quake 1. AFAIK you must have the trigger texture contained in your .wad - it really isn't related to the way Quake 3 handles it. Definately sounds like a likely culprit because even though the texture is missing, no-one can see the error because triggers are invisible. 
Pushplay: 
15 characters, eh? That's exactly the kind of until-now unwritten rule I was talking about.

http://www.celephais.net/stuff/texturefaq.htm

Also, you should have trigger in your wad. I don't know offhand if you need clip. 
metl: damn, I knew it all except that one.

It doesn't matter if I map with common/trigger or the new trigger extracted from my wad because the map converter strips out path names. The common version is just a lot more attractive.

I'm recompiling and fast vising with the new wad. The compile is already done. The warning count is 0 and the brush count is 2249. 
AguirRe 
If you push them 1,2,3,4... there shouldn't be a problem. 
Pushcoag, V2 
http://www.cursesandepithets.com/quake1/maps/pushcoag.zip

Can someone with winquake tell me if it works? 
Pushplay 
It still gives me an error. 
No, It Still Aborts 
with "Bad surface extents" (I tried TyrQuake 0.0.41). FitzQuake still works as before.

I've also checked the bsp and now there are no bad miptex entries (no missing textures) and TexMex shows that the clip/trigger textures are there.

Weird. Perhaps there is a limit on how large trigger brushes may be? Try cutting up the large trigger brushes into e.g. four pieces and if that doesn't help, do the same to the large sky brushes. That's all I can think of right now.


distrans: I must have pushed them in the wrong order or something (too busy fighting). 
Well I'm Licked 
If anyone wants to play with the source, feel free to have a kick at that can.

http://www.cursesandepithets.com/quake1/maps/pushcoag_source.zip

Includes converted map file, unconverted map file, and wad. 
It Works Here 
when I rebuild it using TxQBSP, both in TyrQuake and FitzQuake. I use the converted map file and the supplied wad, no errors or warnings, everything seems OK.

What command line are you using for qbsp?

I'll send you my rebuilt bsp later and then you can publish it for download. 
It Works Here 
when I rebuild it using TxQBSP, both in TyrQuake and FitzQuake. I use the converted map file and the supplied wad, no errors or warnings, everything seems OK.

What command line are you using for qbsp?

I'll send you my rebuilt bsp later and then you can publish it for download. 
From The Bat File 
Tree-Qbsp.exe -transwater -verbose -oldaxis -oldtexpos -subdivide 256 pushcoag.map pushcoag.bsp 
Aha! 
The subdivide setting is unusual and directly controls the face division logic of the compiler which definitely is related to this issue.

I tried a quick rebuild also using the "-subdivide 256" setting and then I get the "Bad surface extents" error in TyrQuake.

I'd suggest not using that option unless you have a very specific reason for it.

In any case, I've now sent you my rebuilt version so you can publish it. 
W00t 
Problem solved. Group hug! 
I Am Not Hugging Anyone. 
except maybe RPG. :o 
O_o 
I am not hugging anyone. except maybe RPG. :o

O_o 
 
Don't look at me, I was just kidding. 
Ok, That's It 
I shouldn't be allowed to be in charge of compiling my own maps. 
So Was I. 
dont worry i am strictly females only. 
http://www.cursesandepithets.com/quake1/maps/pushcoag.zip

This is the pushcoag version Bengt Jardrup built. 
Pushplay 
Have you fixed random fullbrights on your textures ? 
Speedy 
Nope. 
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