Mark Surfas was the founder of PlanetQuake, and therefore the owner of GameSpy Industries. He's also $20 million richer than he was ten years ago thanks IGN buying him out.
Yep, "Bastard" Is His Quake Alias
hi everyone. i just tried to load up the latest build of my map in winquake, and it crashed with this error message:
"SZ_GetSpace: 8002 is > full buffer size"
can anyone shed some light?
Too Many Entities
this is a usual error in big maps, remove some entities (better bmodels).
I think you need to remove only 1 or 2 entities.
bugger. that makes sense, as i've added a load of bmodels since my last build. (and i had planned to add a load more!).
i really don't know where to start cutting down... :(
I've Seen Those Funny
error messages a lot lately ...
fave error :)
cuz sometimes engines crash without any errors.
in quake, you know how the ammo boxes etc. are bsp models? well, does the engine treat these similarly to "proper" brush models like doors etc, i.e. if my error is caused by having too many bmodels, could it also be solved by reducing the no. of ammo box models (replacing them with .mdl versions for example)?
If you haven't already, take a look at the archived QMap thread at my site, there are a lot of good stuff in there. Just d/l, unzip and open in a browser.
anyone ever notice when your map starts to get big (+4000 or so brushes), there seems to be some sort of lag on the mouse, when right clicking and dragging to move the view? but not really lag... but like, when you right click and start panning the view, sometimes, it "won't let go" and keeps panning for a few seconds... like it received the +rmb, but not the -rmb..? anyway to fix this? is this a problem with the editor or windows?
hmm, didn't notice that. maybe u got cubic clipping on? it might slow down things if it's on on a large map...
Very Good Stuff, AguirRe
thanks for that - quite a few tips under my belt already, and i'm only halfway through the yr 2000 posts!
I'm currently tweaking a beta level intended for use with a mod though this version is purely vanilla Quake and the game play is complete in and of its self. If you find it mutually beneficial and within your time constraints, I wouldn't mind handing it over for you to examine, and would apreciate any advice you would have to give.
Sure, I'd Be Glad To
check it out technically, but I'd rather not play it through for real until you release it.
Just send me the zipped map+wad and I'll take a look at it. There's always something new to be learned.
anyone with a fairly powerful computer up for some beta testing?
name the game!
q1sp, of course. ;)
i'm kind of slow, did you mean that you were showing interest in testing or really was just asking which game?
Hey, Necros, Pass It This Way
I'd like to check it out
your qbsp defaults to on when it comes to tjunc calculations, right? i'm still getting some sparklies, and was wondering if there was anything else i could do...
well "high-end" to me means something that runs XXX brand new game well... which I cant do. But I run q1 quite well so i can test whatever!
the compiler log, there should be a section for tjunctions if enabled (which it is default).
The red (from gl_clear) sparkles can still appear in large and/or "natural-looking" (i.e. lots of non-axial brushes) maps. Due to the high precision floats that were introduced in Tree 1.70 and Tx 0.79, sparkles are reduced, though.
My guess is that either you have some minor brush misalignments in those areas or the compiler hasn't been able to get all junctions right.
To see the effect more clearly, set a low uniform light by using the command light -fast -nolight -light 50 -sunlight 0 mapname. Then load the map and move around with gl_clear enabled and it's easier to spot the thin brush seams.
Are the sparkles already there in the version I have (from Apr 8th)?
Sorry I said those God Awful things about the colour Orange. Can you forgive me and let me beta your level?
I've seen FitzQuake/GLQuake are able to support fog option: this one can be added via the console typing fog < value 0 to 1> . It adds a fog effect (fog 0 => no fog / fog 1 => you can't see anything but foggy grey screen)...
My question is: is there a method to add this feature in the level editor (using worldspawn entity or other thing) to avoid console typing, or configuration changes into .cfg file ??
I would like to add a smooth foggy effect near the ground of my map..
Is there anybody who have an idea ??
You won't be able to add it just near the ground as what you're talking about is global fog. You would need volumetric fog to just have it in specific areas eg. in Q3 you can make a fog brush to just cover the area you require.
Various Q1 engines support global fog - look in the engine help files to find how to enable it. You should be able to control the depth of the fog as well as its colour.
Some engines also allow you to set triggers to turn it on & off for example when you move between inside & outside areas although this needs to be done with some care so the player doesn't notice.