#116 posted by JneeraZ on 2015/07/31 19:41:14
Be careful, it's addictive. :)
#117 posted by necros on 2015/07/31 19:56:51
Still trying to get mine sealed... H hopefully have that done this weekend
#118 posted by JneeraZ on 2015/07/31 20:34:00
After watching Daz's stream the other day I realized that, yes, I should compile with a batch file like I did back in the day. Then I wouldn't have to wait for compiles to finish ... I could work on the map while it compiles.
Then I got fancy and added prompts to the batch file asking if I wanted to run the game at the end. I'm even contemplating add functionality where it could look for the PRT file and ask me if I want to bother finishing the compile or not if QBSP leaks ... help me. I'm sick.
 What About Negke's Compiling GUI?
#119 posted by Breezeep_ on 2015/07/31 20:37:37
#120 posted by JneeraZ on 2015/07/31 20:38:02
Annnnd there it is ... I'm sure this will evolve into some heinous monstrosity. THANKS DAZ.
@echo off
call D:\Dropbox\Quake\Utils\qbsp.exe %1
echo.
echo.
echo.
IF NOT EXIST %1.prt (
Choice /M "Map leaked. Continue compile?"
If Errorlevel 2 Goto TheEnd
)
call D:\Dropbox\Quake\Utils\vis.exe -level 4 %1
echo.
echo.
echo.
call D:\Dropbox\Quake\Utils\light.exe -dirt -dirtgain 0.75 -dirtscale 1.5 %1
echo.
echo.
echo.
Choice /M "Run Quake"
If Errorlevel 2 Goto TheEnd
call cd W:\SteamGames\SteamApps\common\Quake
call quakespasm-sdl2.exe -dev +gl_clear 1 +map %1
:TheEnd
#121 posted by Breezeep_ on 2015/07/31 20:38:06
Crap, I mean to say necros, not negke.
#122 posted by JneeraZ on 2015/07/31 20:38:32
I like Necros' UI ... I just like the old school feel of the batch file. Like I said, sickness.
#123 posted by JneeraZ on 2015/07/31 20:38:56
Or Negkes. One of those N people.
 Necros Compiler
is something that I wish I could use for other id tech games. but sadly I can't seem to get it to work for anything other than q1.
 DLC?
#125 posted by adib on 2015/07/31 23:06:08
What goes on a map jam DLC?
Also, anyone else think "my pajamas" while saying map jams?
Sorry.
#126 posted by ma†echa on 2015/07/31 23:32:34
hehe, WarrenM, since Im mapping on OS X I just have the commands separated by semicolon, so it compiles/lights the map and copies it to QuakeSpasm/id1/maps . Launching QuakeSpasm is a single click, and I have +map argument already pre-filled .. boom!
 Late WIP Screen
#127 posted by ShoTro on 2015/08/01 00:03:56
I started over. This is my progress with a new map during my lunch breaks.
https://www.dropbox.com/s/dvcqytcnk66fvzz/QuakeJam_WIP_2.jpg?dl=0
Nothing too impressive, but I am getting things done and feeling pretty good about the results even if things will be a bit more blocky then I wanted initially, but I am already 1/4 the way through it on two lunch breaks and 3 hours this evening.
#128 posted by necros on 2015/08/01 04:21:39
Looks like you guys were right, this map is probably not going to compile
compile....
Time q3bsp? Or just give up.... :P
 Necros Broken Quake....
#129 posted by Shambler on 2015/08/01 11:21:49
...again. *SIGH*
Can you trim it down at all?
 .....
#130 posted by ionous on 2015/08/01 12:21:16
#131 posted by JneeraZ on 2015/08/01 12:33:26
"Dink. streaming. whatever "
This seems promising...
 Necros
#132 posted by Kinn on 2015/08/01 13:35:40
Looks like you guys were right, this map is probably not going to compile
compile....
Time q3bsp? Or just give up.... :P
Get the q3bsp ball rolling! If enough people start doing it, it will become a thing.
Engine:
Make it for Fitzquake / Quakespasm, bitches. You know the score.
#134 posted by Kinn on 2015/08/01 14:38:20
The engine Hitlers have spoken.
#135 posted by necros on 2015/08/01 15:29:21
Ehh, then I'll just release it later as standalone.
It would be cool if q3bsp was a thing but lack of lightmap styles support is a real bummer
Oh well, Goodluck to everyone!
 Do You Want A Total Conversion?
#136 posted by mfx on 2015/08/01 15:29:23
#137 posted by Kinn on 2015/08/01 16:24:13
It would be cool if q3bsp was a thing but lack of lightmap styles support is a real bummer
Lack of lightstyles is totally a price worth paying.
 Questions
*firecoal and *hotslag don't start with *lava and are therefore treated as water. They don't hurt when you fall in, in Quakespasm. Am I missing something?
Is the "skip" texturename the same as caulk when making a q3 map? What I mean to say is, will it be a removed face and improve performance in the exact same manner as caulk? Also, is there a texturename to make a brush invisible and not fire-through-able -- if you get my drift. Clip allows one to fire through it.
#139 posted by negke on 2015/08/01 20:13:09
The liquid properties are connected to the texture name, so you need to rename them, include "lava" in the title.
Skip in Quake is not like caulk. It just creates a solid invisible face/brush, without affecting the performance. Requires a compiler that supports it or an additional tool to remove the skip surfaces from the bsp. Note that in Darkplaces, monsters will see the player through 'skipped' surfaces.
This wad has fixed versions of *firecoal and *hotslag.
Also, is there a texturename to make a brush invisible and not fire-through-able
This is skip.
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