 It's A DP Bug...
#15834 posted by ericw on 2016/01/23 20:56:50
set "r_useportalculling 0". I should report it properly..
 Thanks Ericw
#15835 posted by sputnik on 2016/01/23 21:04:59
Thanks for the quick answer. I tried that but still have the flickering. I think it's down to problems with the map as it only started after I built a new area.
Compiling the map gives me dozens of warnings but I'm not sure how to address them. As a total beginner, I've read a lot of guides but to no avail.
#15836 posted by JneeraZ on 2016/01/23 21:07:11
Use a more standardized engine like Quakespasm or Fitzquake. Using Darkplaces adds a bunch of variables into the mix that you don't need to be concerned about right now.
 IMO
I think testing in a wide variety of engines is a good idea, the quake community is pretty fragmented.
 Various Engines Now Tested
#15838 posted by sputnik on 2016/01/23 21:28:21
Thanks. I've now installed and tested my map with Quakespasm and Fitzquake. Both were flicker-free. So it was indeed a Darkplaces issue.
Annoying though as Darkplaces with hi-res textures made even my unfinished effort look nice!
#15839 posted by JneeraZ on 2016/01/23 21:38:16
"Annoying though as Darkplaces with hi-res textures made even my unfinished effort look nice! "
*glare*
 Glare?
#15840 posted by sputnik on 2016/01/23 21:54:39
Glare because looks are less important than gameplay?
#15841 posted by JneeraZ on 2016/01/23 21:56:28
Just a personal belief that high res texture packs for Quake are the devil.
#15842 posted by sputnik on 2016/01/23 21:57:38
Ah ok, got it.
#15843 posted by Kinn on 2016/01/23 22:02:38
Annoying though as Darkplaces with hi-res textures made even my unfinished effort look nice!
I spent a while looking for a suitable reaction .gif to respond to this with, but got sidetracked and never did finish my quest.
#15844 posted by sputnik on 2016/01/23 22:10:00
I had no idea that they were frowned upon. My post asking for advice was the first time I'd dipped a toe into these waters.
As an 'outsider', I like to play single-player Quake in Darkplaces with hi-res textures. It's fast and it looks great (to me, anyway).
#15845 posted by JneeraZ on 2016/01/23 22:24:04
Kinn and I (and a few others) are pixelated purists. We can be annoying...
 Well
#15846 posted by ijed on 2016/01/23 22:58:25
It's a bit more than that. The general idea is that Quake is too low res in geometry to have hi res textures look good.
Realistic type spaces are hard to do for a similar reason - the player is a really fast dwarf, making it instead suited to cyclopian architecture.
Don't worry though - if you hang around here long enough I'm sure you can grow yourself a fine flowing neckbeard!
#15847 posted by sputnik on 2016/01/23 23:02:47
A neckbeard is one thing but there's no way I'm moving into a basement!
 Not The Only Option!
#15848 posted by ijed on 2016/01/23 23:09:21
Soap Box (on top of)
Bridge (under)
Iceberg (if Vondur gives permission)
CZGs Anus (I hear it's nice this time of year)
And, of course, The Moral High Ground
 Careful Though
#15849 posted by adib on 2016/01/24 05:44:09
You don't get into the bus and go joking about czg lower parts or sexual preferences. It's hard to unlock this badge.
 Sputnik
#15850 posted by adib on 2016/01/24 05:53:37
I like HD textures and Darkplaces can be beautiful, but I had this flickering problem using it. Entities like func_plat or func_wall flicker in some conditions I couldn't figure. Darkplaces also render shadow artifacts I don't see in other engines. If you like GL render and HD textures, have you tried EzQuake?
 Adlib
#15851 posted by sputnik on 2016/01/24 12:20:41
Thanks for the suggestion. I tried EzQuake but it gave me "SV_Error: Programe error" and I was never able to start my map.
I'll try breaking my map down into separate chunks until I can find and fix the errors.
This might be a stupid idea but ... if there are problems with leaks ... would putting the whole map inside a huge box fix the problems?
 Boxing A Whole Map
#15852 posted by PuLSaR on 2016/01/24 12:34:28
is a direct way into czg's anus to hell. don't ever do that.
 Two Places I Don't Want To Go
#15853 posted by sputnik on 2016/01/24 12:39:47
Thanks for the tip
#15854 posted by JneeraZ on 2016/01/24 12:48:39
"if there are problems with leaks ... would putting the whole map inside a huge box fix the problems? "
No, it would hide them. :)
It's an idle threat. Several of my maps are inside a giant box ;)
 Just Fix Da Leex
#15856 posted by Kinn on 2016/01/24 13:02:29
I've never found leaks difficult to fix - just load the pointfile in the editor and follow the line, as you would follow the candy trail to Shambler's false-number-plated white van parked in that abandoned building site.
 Follow The Line ...
#15857 posted by sputnik on 2016/01/24 13:37:35
My line is like a spiral drawn by a blind child :(
However, I shall keep working away and look forward to having my finished creation pulled to pieces by all and sundry :)
 Waterfall
#15858 posted by mjb on 2016/01/25 12:24:14
Hello again,
Found another obstruction this time in the form of map objects. Quoth shows support for a waterfall map object but I do not see it on the point entity map objects listing. I only see Custom, Grill, Grill 64, and Grill 128.
I tried using a custom map object but I can't find where the waterfall mdl would be...I searched through the Quoth pack files to no avail. Surely I am missing something but if anyone can provide assistance I'd appreciate it.
Thanks!
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