News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
The GreenHorn And The PAKfile 
As I am working on a PAK file, and adding all kind of Quake1 bsp's into it, I got rather confused of the size of these maps.

As I really got Zombie by betatesting, this strange appearance overcame to me.

First I had some maps I laid my hands on, and I was quiet happy to play them.
Then I decided to make them attached to eachother and turned my gloomed eyes to this board to find some knowhow.

At first the maps were small enough to be played under the safe surroundings of Windows.
But as I learned a lot of you and was pinching the maps to a higher level, it suddenly freaked me by getting the Alloc_hunc error.

It wasn't worrying me, because I was in the opinion that with the -winmem16 option it would go as smooth as possible.
Now experimenting with these PAKfiles I came to the conclusion I had to make a choice.

Or I would make a PAKfile what would play under every circomstances in the Window surrounding, but than it would be the one with the smallest maps and therefore the crappy one. But at least noone would get stuck on this Alloc_hunk error, what is in my opinion the worst buck I could imagine.

Or I would be as stubborn as I am, and just load all the maps with their sizes of some even 2.2Mb in the PAK file and think that when one would like to play it, one ought to size ones computer to the DOS standard and get along with it. This last one is one of my own appealings.

Still I have the idea it is a reasonable question to ask, because I have found myself to much times grumbling behind this alloc_hunc error after having a lot of fun with a pak of files.

In fact it is the same question as trying to make the levels to ID standards, and by doing so making the chance of distroying it under its own cummalating weight.

You may find I make to many words for a small question as this, but after sending a lot of maps to all the ones who were willing to take a look at it, where I am still gratefull for, I wanted to know what you single super mappers out there would think of this question from this poor little sod out in the Quake Universe.

And please don't ask if I was drinking again,
because I begin to see every pack of ammunition for a 6pack of beers... 
Hehe 
because I begin to see every pack of ammunition for a 6pack of beers... :)

anyway, if you're asking if it would be ok to make players use the -winmem 16 (or -heapsize 16000) command line when playing your maps, then the answer is yes. in fact, almost all my maps have needed -winmem 16 or even -winmem 32 to play. don't worry. just include a little note in your readme about how to do it and it should be fine. 
Stupid Question 
Do lavaballs counts as edicts?

and please don't tell me they do 
MadFox 
What necros just said. That memory error message isn't a problem at all for most Quake players today, don't worry about it.

There are probably other more important issues you might worry about in your pak, e.g. visuals, gameplay, flow etc. 
Phantom Brush 
Necros, you can send me the zipped map+wad and I'll take a look at it. You'll probably have to tell me where the brush is (and isn't supposed to be) as well. 
Yep 
They do. Also, every lavaball that the (invisible) misc_lavaball entity throws counts as well. 
Who Cares? 
Really, why is anyone bothered about edict limits anymore? There are plenty of engines out there that abolish them. 
There Also Aren't Very Many Software Engines With Increased Edicts 
 
And What Really Sucks... 
...is being forced to use a different engine just to play one map. 
 
Presumably the Nehahra software engine bumps the edict count?

And if it does, why not just use that one *all the time*?

You mapperse are so stuck in the past :P 
Nehahra Software Engine? 
Please, point me in its direction. 
GeForce Fx Ti 4 Series -- 90 Bucks 
Time not worrying about software mode compatabilaty -- priceless 
Rpg: 
there's tyr-quake, which is basically the regular software quake with many limits removed. a good alternative, i think. 
TyrQuake 
has also more windowed video modes and is much less fussy with troublesome bsps. Very useful when hunting leaks and other stuff.

Necros: What's going on with your email attachments? I'm still not receiving them, are they very big or are they filtered somewhere? 
Removing DM-bodies 
Is there a way (without QC) to avoid player bodies remaining visible after suicide (with kill command) in DM? Or at least shorten the time until they vanish.

I'm still working on the auto-screenshot generator and it looks weird when after some screenshots, a lot of bodies are all over the place. 
Hjhgg 
aguirre: use zquake 
DM Bodies 
In the killer pack, dead bodies remain and don't disappear.. They stay "solid" for the player during the game... Perhaps there is a model you can re-use to modify a little the game to perform this feature..
Enjoy !!! 
Nehahra 
I thought nehahra.exe was software. If it's not, then please set me straight. 
Nehahra Is GL Only 
Which is where Neh Nekkid (software version) comes in, but Mindcrime never released that. 
i know! get a model program and open up the player.mdl from the pak0.pak

now, delete all but one triangle from the model. 
Thanks For The 
suggestions, I'd hoped that there was an easier way like an engine cvar.

I started to fiddle with the player.mdl also but realized that if I do that, I can just as well fix it in QC (and actually fix some other problems too). 
Sweeping The Bodies Under The Carpet... 
I can't remember if this is the case with player bodies, but if they're removed on a timer, you could set host_framerate to a very high value(say 10000) so that time passes very quickly. Otherwise the qc method works well too. 
Fraid Not 
Bodies disappear at the rate that the player spawns - there's a body queue of about length 4 to which new bodies are added. 
How About... 
setting r_drawentities to 0? 
The CopyToBodyQue 
in the respawn function was what I commented out to get rid of the bodies without any obvious side-effects.

r_drawentities affects also all ammo, weapons etc so it's too coarse, I want the shots to look as original as possible.

I'm now trying to make the player rotate in any deathmatch or monster position for each suicide, but it seems tricky.

Is there an explanation of all variables/members (e.g. entity.chain) and lower level functions (e.g. find/findradius) available somewhere? 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.