 Heh,
#1943 posted by metlslime on 2004/05/19 06:27:14
I was joking. Just get email that works!
 File Hosting
#1944 posted by Kinn on 2004/05/19 08:18:33
Ok, my map is ready to be unleashed on the world, but being a noob I don't have access to any sort of file hosting.
It's a 6 meg zip. Can anyone recommend anything?
 Ignore Above Post
#1945 posted by Kinn on 2004/05/19 09:42:15
ignore the above post - i've sorted it.
 Eh,
#1946 posted by HeadThump on 2004/05/19 11:23:56
it was worth a shot
 Oh Bugger
#1947 posted by Kinn on 2004/05/19 11:57:32
Sorry, it turns out I haven't sorted it at all. Ok, I know this might be a bit of a stretch (being new round here 'n' all), but would anyone here be willing to accept a ~6 meg email attachment and stick it on a server temporarily until I get some hosting sorted out?
 Private Messaging Feature
#1948 posted by pushplay on 2004/05/19 15:38:00
Then we would see a lot of posts about "did you get my private message?"
 Well, It Could Get Ugly
#1949 posted by HeadThump on 2004/05/19 15:41:17
But when has that stopped any of us?
 Hosting Problem Solved
#1950 posted by Kinn on 2004/05/19 17:10:56
.
 AguirRe
#1951 posted by Kinn on 2004/05/20 12:54:38
To reply to your post in the bastion thread - what are marksurfaces exactly?
 Marksurfaces
#1952 posted by aguirRe on 2004/05/20 14:44:01
are contained in one of the many data "lumps" that the compiler and other tools put in the bsp, you can see the amount in the bsp summary at the end of the compiler log.
I don't know what they are exactly, but they're probably related to the faces in the map. Metlslime explained more about them earlier in this thread.
In your bsp, the amount is above 34k and most Q1 engines cannot properly handle more than 32k. There seem to be some fuzzy margin that the amount can be exceeded by without causing obvious problems (like crashes), but I don't know how large this margin is.
I know for sure that exceeding the 32k limit can lead to engine crash. In my engine, you'll get a warning when loading a bsp that exceeds certain limits, e.g. the marksurfaces.
I can't say that you'll have to do something about it; other released maps have exceeded this limit and still seem to work. I only mentioned it because some players seem to experience strange engine behaviour while playing your map and this is one possible cause.
I actually blasted through the entire map in god/quad mode as brutally as possible while running the engine in debug mode to see if anything bad would happen, but nothing did. Only packet overflows, which wasn't very surprising.
The gameplay *was* a bit insane at places. I fear that I might not make it through the later parts alive without cheats ... But I'll try!
 AguirRe
#1953 posted by Kinn on 2004/05/20 15:00:21
Thanks for the info. It seems that marksurfaces are a bit of a hit and miss thing.
Also very encouraging to know that the map handled a god/quad blast through, especially now that the monsters produce even more gibs. :)
The final area is tough, but search around for a 666 (easy to find) and a quad (hard to find).
 AguirRe
#1954 posted by HeadThump on 2004/05/20 15:01:40
Thanks for your help a few weeks back -- I finally got the time to take your advice and (click my heals) that thing is finally sealed. A few days working on the texture alignment and it'll be out the door.
 Quake 1 Texture Sets
#1955 posted by ToadWarrior on 2004/05/20 17:01:05
Where's the best place to go to look for Quake 1 texture sets?
I've stuck with originals and Q2 textures, for now, but I want something else and preferably with some kind of preview which is hard with ftp sites like gamers.org.
So where would you guys suggest looking?
 Toadwarrior
#1956 posted by PuLSaR on 2004/05/20 17:11:26
 HeadThump,
#1957 posted by necros on 2004/05/20 21:47:32
i tried to watch the demos, but they refused to load. it looks like you used DP to record them? so i downloaded Dp and tried again, but still no luck. what should i do?
 That's Odd
#1958 posted by HeadThump on 2004/05/20 22:38:36
yeap, I used DP for its effecient rendering -- that's a whole heapin' lot of polies there.
I believe I know the source of the problem. I checked out my hunch; not only is dark places demos incompatable with older versions of Quake (thus the problem using KeyGrip earlier) but versions of DP are incompatable with one another. I tried the demo with a slightly older version of DP and it didn't work,
Here is the thing. Lord Havoc has neglected to update the site info in some time, so the latest build showing is the one from December. This link will get you the newest Beta which I used for recording.
http://icculus.org/twilight/darkplaces/darkplacesengine20040331beta1.zip
 Efficient Rendering.
#1959 posted by necros on 2004/05/20 23:35:32
well, that worked, thanks for the demos man. really helpful! :)
 Recommended Map Utils For Quake?
#1960 posted by Jago on 2004/05/22 14:01:36
What are the "recommended" map compilation utils for Quake maps these days? I am using wqbsp, rvis+ and tyrlight, but I keep hearing of some newer utils. What are their advantages and where can I download them?
 .
#1961 posted by necros on 2004/05/22 14:05:23
i recommend all of aguire's compilers without any reservations. they are simply sooo awesome.
http://user.tninet.se/~xir870k/
the qbsp is robust and handles almost any kind of brushwork
the vis has a freakin' save feature which pwns me
the light has sweet new things like _softangle for spots, delay5 to keep overbrights for going nuts and just anglesense so that lights on the same plane as other faces get lit.
i'm a fan now. :D
 I Wholeheartedly Concur
#1962 posted by Kinn on 2004/05/22 14:25:34
Accept no substitutes :)
 Thanks Guys
#1963 posted by aguirRe on 2004/05/22 15:01:00
Your excellent maps and continuous stream of new challenges are what keep me going.
Btw necros, where *is* that new impressive map of yours that I've been waiting for?
 Waiting
#1964 posted by necros on 2004/05/22 15:13:48
for the other maps in it's pack to be finished. ;)
 As A Betatester,
#1965 posted by HeadThump on 2004/05/22 17:08:19
I think I can leak to you that the map you are inquiring about is simply awesome. One unique situational fight after the next.
 Spagetthi Talk
#1966 posted by madfox on 2004/05/22 17:29:53
As I want to make appear a message in Quake1,
and this message is more than 4 sentences, I would like the appearance take place longer than standard time, how should I do this?
I tried delay, but this makes the trigger take place at a later time, while I mean longer.
Another not so common question:
Playing Quake in senquences one appears at the end level. After this I want to return the player back in the start level with no bossgates, and all triggers off.
Should this be:
spawnflags => kill alltargets
I'm just guessing.
 ..
#1967 posted by necros on 2004/05/22 18:03:41
on your first question, there are two ways of doing it.
one: make a bunch of trigger relays with all the same message which have incremental delays, 0, 2, 4, 6, etc... and have them all fire in order... basically, quake will keep outputting the same message, beeping each time.
two: open the quake.rc file in pak0.pak, and store it in your own pak file. add a line that points says centertime.cfg
now create a file called centertime in the same directory as quake.rc. in that new file, write "scr_centertime 6". now, all centerprint messages will stay for 6 seconds instead of the default 2.
on your second question, i don't think it's possible to erase the player's status with runes without qc. i may be wrong though...
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