 Ha!
#11185 posted by Shambler on 2006/11/11 01:07:23
The natural conclusion to custom engine shenanigans!
 I Don't Actually Think That Looks That Bad...
#11186 posted by bear on 2006/11/11 05:24:23
.. much better than the random highres texture used on everything or the old mipcap 3 and other horrors.
 Errrrr...
#11187 posted by JPL on 2006/11/11 06:42:48
I didn't say it was bad, I just said I didn't found it really good.... It's my own taste...
 Convmap.exe
#11188 posted by necros on 2006/11/12 23:17:39
Aguire, you still around these day?
i wanted to convert the quake1 map sources into the q2/q3 format (with the extra face definitions and texture path, so basically the opposite of -f 32).
i tried with mapconv.exe, but it's not working. specifically, it's messing up 'key' names, ie:
"message" "map name"
becomes
"" "essage" "map name"
so if you could toss a reverse convert of q1 -> q2 format into your already great converter, that'd rock. :)
 Necros
#11189 posted by SleepwalkR on 2006/11/13 00:45:22
There is a java version of my map converter floating around that should do this. You should be able to get it from here:
http://prdownloads.sourceforge.net/industri/mapcon_java.zip
 .
#11190 posted by necros on 2006/11/13 01:30:42
didn't know you had continued developement of mapconv! i shall have to try that tomorow :)
 Quake 1 Icons
#11191 posted by Ankh on 2006/11/13 08:18:00
I'm looking for a few quake 1 icons. I have some shortcuts to quake bat files on the total commander toolbar. The blue&white MSDOS icons don't look that good :)
#11192 posted by Trinca on 2006/11/13 08:27:34
i got some Ankh shoot in irc when i get home and online!
 Thanks Sleepwalkr
#11193 posted by necros on 2006/11/13 22:37:28
the new java version worked fine :)
 Icons
#11194 posted by Sielwolf on 2006/11/13 23:26:03
there are some here:
http://www.gamers.org/pub/idgames2/graphics/desktop/
but Trinca if you have some nice different ones please post them here.
 Necron Or Someone
#11195 posted by Lunaran on 2006/11/13 23:51:39
are alias .tri files ascii?
#11196 posted by Trinca on 2006/11/14 01:15:51
 Necros
#11197 posted by SleepwalkR on 2006/11/14 08:30:24
You're welcome. Glad I could help.
 Gibbie
#11198 posted by inertia on 2006/11/14 09:45:17
where are you, you little idiot? i miss the axially-designed mapping madness!
 Ankh
#11199 posted by negke on 2006/11/14 09:59:22
winquake has a nice q-rune icon - i use it for my quest shortcut
 Are Quake .sav File Compability Tied To The Network Protocol?
#11200 posted by bear on 2006/11/14 09:59:39
...
 Bear:
#11201 posted by metlslime on 2006/11/14 12:38:40
I don't think so.
 Hmm, Ok I Wasn't Sure
#11202 posted by bear on 2006/11/14 17:01:48
was just asking to possibly be able to help this guy working on a quake NDS port:
Actually, does anyone here have any experience with the Quake engine? I've been playing Quake on the tube in the morning but upgrading the networking has somehow corrupted my save file! And I was nearing the end of the game! No fair!
http://forum.gbadev.org/viewtopic.php?t=11556&start=15
 Bear: .sav File Information
#11203 posted by Gleeb on 2006/11/14 17:49:02
Quake's .sav files are basicly dumps of the network, possibly specially formatted, I dunno, but the jist of it is, the engine must be able to speak whatever protocol the demos use.
Someone needs to confirm this to be sure, but I'm pretty certain of the above.
 Hmm...
#11204 posted by metlslime on 2006/11/14 18:36:36
i thought they were dumps of the server state, meaning they contain the entire level and not just the part that is sent to the client. But this is all speculation of course.
 Client/Server Demos.
#11205 posted by Gleeb on 2006/11/14 19:44:15
Well, client demos are dumps of network traffic the client receives.
Server demos, I dunno... I'm guessing that as server demos are mostly compatible with client demos, that it's pretty much more of the same, but with info about more stuffs.
Of course, SP demos are different again, as they already know about everything. It's probably just yet another client demo...
 Wait...
#11206 posted by metlslime on 2006/11/14 20:17:17
I thought we were talking about savegames, not demos.
 Oops, So We Were.
#11207 posted by Gleeb on 2006/11/14 20:22:33
My bad :)
 Changing The Progs
#11208 posted by Preach on 2006/11/15 00:19:10
You can "corrupt" a savegame if you change the progs.dat file in such a way that the order of precaches changes. Then things will get the wrong modelindex and look odd. I don't know if that's what he means by corrupted though, it sounds more serious than just this...
 I Knew Demos Were Tied To The Network
#11209 posted by bear on 2006/11/15 04:31:54
But not sure about the save games. If you open a .sav file in a text editor they appear to just contain a dump of the state of everything in the map along with some unknown values/data at the start of the file.
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