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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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""AllocBlock Full" means the map exceeds the engine's limit for lightmapped faces. If you only get the error when launching quake directly, and not via quark, it sounds like you are using different engines?"

It must have been something I was doing, today the map loads OK in /Quake/maps, /Quake/tmpQuark and /Quake/scel (it's own folder) all using quakespasm-spike-admod.exe 
 
"The mod was inconsistent across various engines I tested. I think I'd just create a new progs with the features I like. "

That's beyond my abilities I'm afraid. I'll have to wait for the bugfix. 
@sceletope 
I'm not a QC programmer but I did make a new progs using the clean106 QC source and the bits of extras_r4 that includes moving water, ladders and footstep sounds AND saves/reloads correctly.

I ran both my test map and the water.bsp with no problems.

If you want to "test" it I'll upload it for you? 
@damage_inc 
Yes please, I'll give it a try. 
@sceletope 
Create a new folder(directory) in your Quake folder. Ex: Quake\\extras_limited\\

Extract the zip file to your new folder, with directory structure intact.

So you should have:

Quake\\extras_limited\\progs.dat --- file
Quake\\extras_limited\\readme.txt --- file
Quake\\extras_limited\\progs\\ --- folder
Quake\\extras_limited\\sound\\ ---folder

Then create a maps folder:

Quake\\extras_limited\\maps\\

... and place your compiled map(.bsp) there.

Launch Quakespasm from your Quake directory and press the tilde " ~ " to bring down the console.

Type: game extras_limited
Type map <your map's name>

And... here you go:

http://www.quaketastic.com/files/misc/extrasr4_progs_modified.zip 
*sighs 
Please ignore the double backslashes that should be singles... it's a forum thang'! 
@ Damage_inc 
Brilliant, works perfectly. Thanks to everyone for their input and help on this one. 
You're Welcome 
All credit ofc goes to the original author, but I'm glad it worked for you. It's a really cool feature very rich on possibilities to.

Me thinks it should be standard in the mod big daddy's, Quoth and Arcane Dimensions :)

Especially now that ericw got the inside surfaces to show. 
I Also Happen 
to have an idea that would need this moving liquid feature, so thanks too. 
@damage_inc 
That kind of thinking may end up with some sort of all consuming collective mod...hmmm. 
@Qmaster 
I don't know of any über mod, is there one on the horizon hehe 
Disregard #18862 :( 
I hit the back button, refreshed and... BAM, there's the über mod! 
Last Post About This, I Swear! 
While the func_water is super cool, there is a really bad quirk(s) still.

Any "entity" in the water gets drawn in full view unless your r_wateralpha is 1(opaque, duh!)

I posted in the ericw tools thread about it not being "perspective correct" but today I now see it's just that the water texture doesn't get drawn on top of any entities surface. Which looks funky.

That means both point based(armor, health, etc) and brush based(doors, plats, etc) entities are affected.

Renderingwise, Darkplaces and FTE will draw the water surface on "top", but each of those have other issues.

In Darkplaces the ladders do not function at all and in FTE the water current will not let you swim against it.

Obviously, there are mapping work arounds.

TLDR
Make sure to test your setup with func_water in a small map before becoming heavily invested in it in your full map. 
HELP On Darkplaces 2014/05/13 Compatibility 
Hey there,

So the AD map I'm working on is nearing completion, I've been working hard to get the map working well in Quakespasm, Mark V and the Darkplaces 2014/05/13 build. I know there are newer releases but this is the last one that I ever used and is compatible with AD.

The only problem I have at the moment is that Darkplaces does not seem to interpret door lips the same as a normal engine would. I have a set of descending stairs, and the first step going down will have lip 0 entered as "-0" This is interpreted perfectly in Quakespasm and Mark V, but Darkplaces is no good. The step stays elevated as if with the standard lip (8 units?) and the player cant move over the step in Darkplaces.

This is really aggravating. I've put a lot of work into getting the particle setups to translate into Darkplaces and now this. Is there any solution to this available? 
@redfield 
I would recommend Quakespasm-Spiked-Admod and ditch DP. But I am no power-user so perhaps someone has a solution. 
Can A MOD Delete My #18864 Post? 
As well as this one?

I don't know what changed but what I posted is all wrong, many apologies for this.

Sadly, I really wish I knew what changed but everything looks perfectly normal now.

Again, my apologies. 
Fixed... 
I changed the geometry of the stairs to give the first step a positive lip that all 3 engines interpret the same. I should have done that earlier but I tend to lose my temper far too easily when mapping...

@dumptruck_ds: Believe me a few months ago I may have abandoned Darkplaces, but I've been testing with all 3 engines so many times now its too late to go back. The map is meant for Quakespasm (I would think spiked would run it, but I will look at it) but I know there are people that love Darkplaces. They can now enjoy the map but RTWorld lights MUST be off. Mark V also runs it similar to Quakespasm, but I have some performance issues on my machine. 
Hollow Pipes Tutorial 
http://imgur.com/a/WLlIP

Heres a tutorial for making 45° angles and hollow pipes. 
 
My solution for hollow pipes is to make two circles, one smaller than the other, and subtract the smaller one from the larger one.

Back in the day this crashed Trenchbroom 😃

(Recent RCs have been better about this, thank god...) 
#18864 
extras_r4 is a bit shit really. the ladders are framerate dependant and bug out completely if you run at the wrong rate, in ANY engine.

The ladders+water volumes will fuck up prediction regardless, so if you're using FTE you'll probably need to disable that by setting sv_nqplayerphysics 1 otherwise you'll get horrible juddering every single frame when the client realises that the server is doing something different. Obviously that sucks for coop+deathmatch, but for single-player you probably won't care too much.
The alternative is to check for+use the FTE_ENT_SKIN_CONTENTS extension - eg set self.skin=CONTENTS_WATER; and FTE will just automatically treat an entire SOLID_BSP entity as a water volume (moving the player if it moves - hurrah for func_doors). -16 can be used to get the engine to treat the entity as a ladder, although for these to be invisible you'll need to use SOLID_BBOX or SOLID_BSP+setmodel+model="" if you're after invisible volumes (or I suppose a vanilla func_wall combined with skip textures would do it).
That extension will leave the engine free to do all the desired physics automatically. It'll even do the underwater warp thing. It won't do anything for other engines though, so DP will still be screwed, and other engines will still need the dodgy qc code.

@redfield:
dp interprets OP_IFNOT differently, treating the operands as floats while every other engine treats them as ints. Basically this means that the -0 hack is broken in DP. You should be okay with 0.000001 though.
(fteqcc can achieve a similar result for all engines, but does not do so by default). 
@Spike 
As always, thanks for the detailed information.

In the end I was just trying to help sceletope with that singular desired effect in his map. The draining water.

The ladder code I liked because it worked like Q2, which is more natural than AD's implementation. Even if it is bad ladder code ;)

I kept posting cause I was trying to resolve the inconsistencies. I clipped what you wrote and put it in my FTE folder, in case I ever get back this.

Thnx again. 
 
@Redfield Darkplaces 2014/05/13 build (...) is compatible with AD.</>
Except that DP didn't support fence textures until about one year ago.

@mukor Nice tutorial but this method doesn’t make 8 identical sides, unlike circles. 
Oops, Sorry, Screwed The Quote Tags Up 
 
 
Yeah I noticed my mistake afterwards, the concept remains the same though. Vertex manipulation and the square templates are the core elements that needed to be taught. 
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