 Also,
#2118 posted by necros on 2004/07/03 14:30:34
remember to delete opengl.dll in the quake folder so that you can use glquake with new graphics cards.
 Point Is
#2119 posted by madfox on 2004/07/03 16:44:38
it's the same directory from C:\ I used to play with under Win98, and there was no problem.
Now with WinQuake, it seems to block out my progs content in the pak file, giving all these edickts of finding no monster_orb etc.
 RE: Winxp A Quake1 Killer?
#2120 posted by Jago on 2004/07/03 17:02:25
I�ve been running Quake1 on WinXP for years without issues.
 Just A Thought
#2121 posted by madfox on 2004/07/03 17:52:11
but how do you managed this without winquake?
it kills all my convertion options.
 RE: Just A Thought
#2122 posted by Jago on 2004/07/03 18:05:51
Use FitzQuake for NetQuake and FuhQuake for QuakeWorld.
 MadFox
#2123 posted by aguirRe on 2004/07/03 18:35:44
The only engine that doesn't work in XP is DOSQuake, all others work fine including WinQuake.
Follow Kell's advice and check out the shortcut contents and make sure it's the same as you were using in Win98 with DOSQuake. Many engine options are identical in all engines.
 XP Intruder
#2124 posted by madfox on 2004/07/04 11:36:47
If I use Telejanos, everything comes through all right.When I use DOSQuake, with the same options as in Win98, suddenly all my own monsters are gone. And I do play it from C.
I don�t mind if happening so, but I like to play Quake straight, without comparing engines before it. I found Telejanos is working so dark, couldn�t change the gamma. Made me make the levels much lighter, but then the original engine makes it too bright.
It comes to me as a surprise WinXP is capturing all my own monsters from the progs.dat
 MadFox
#2125 posted by Kinn on 2004/07/04 12:15:45
I'm sorry, but we can guarantee that it's not the engine, or your operating system, that is preventing your mod from being detected.
Also, I'm sure you're aware of this, but you do have your mod files in a seperate game folder? (e.g. C:\QUAKE\MadFox) - I know some people have tried putting their mod files inside ID1, and then they wonder why it doesn't work correctly.
 I Just Chequed, And
#2126 posted by madfox on 2004/07/04 12:41:06
my Telejanos under C: won�t show them, although the same pak file under D: works good.
I made a pakfile with Quark,
made a file maps for the bsp�s,
made a file progs for the mdl�s,
and a file for the sounds.
Could be I have to use two pakfiles, but I find it strange the same pakfile runs good under D: and C: fails...
 CAPS LOCK
#2127 posted by Preach on 2004/07/04 14:02:43
Do any of your mod's files have capital letters in them? This is especially important for the files in the pak. DOSquake really doesn't like them, and so it might just not be recognising the files because of that. It's quite likely that telejano has this fixed...but of course I could be totally wrong here. Anyway, try making sure all the filenames and extentions are lowercase if they aren't already.
 Thanks For Your Answer
#2128 posted by madfox on 2004/07/04 14:36:49
No, I just get confused while I can't see why it works under D:\ and not under C:\
 -hull 1 Question
#2129 posted by R.P.G. on 2004/07/04 18:28:18
I have a few clipping problems in this map I'm working on, so I tried using -hull 1 -solid -noents on TreeQBSP. Well it seemed to work fine, everything was expanded, but I didn't notice anything that would have been causing the clipping errors. I'm just supposed to look for misaligned surfaces, spaces that are too short, and things of that sort, right?
 There Is No
#2130 posted by aguirRe on 2004/07/04 20:02:34
guarantee that clipping errors always will become visible when using that option but if you actually *do* see a HOM, it's a safe indication on a brush problem in that spot.
Typical causes are misaligned brushes or sometimes even a nearby pointy brush that somehow "pokes" a hole through the damaged brush.
If you send me the zipped map+wad and a description how to find the spot (or coordinates), I'll take a look and see what I can find out.
 Thanks
#2131 posted by R.P.G. on 2004/07/04 20:12:50
I'll send the message shortly. Gotta put all the textures in one wad.
 Stupid Me
#2132 posted by madfox on 2004/07/04 20:21:59
forgot to put in the progs.dat and progs.src
now everything runs fine again.
 Hmm...
#2133 posted by metlslime on 2004/07/05 23:16:37
Great link aquirre, that explains the thing i was missing -- i thought that the qbsp bevelling would be sufficient, but i hadn't thought of the case where the blade of a wedge-shaped brush is running at an angle like that.
After further thought, i don't think xp-cagey's solution actually solves all cases -- he seems to have handled all problems caused by sharp edges, but imagine a sharp point at a weird angle, such as a pyramid with the pointy end in a nonaxial direction -- this still wouldn't be solved by his code becuase he's only looking at edges.
Still, it's an improvement to go from handling all faces and some edges correctly to all faces and all edges. I think a final bit of code to address points as well would finish off the problem for good.
 Unless Of Course...
#2134 posted by metlslime on 2004/07/05 23:19:24
it's a precision problem rather than a logic problem.
 Yikes
#2135 posted by Kinn on 2004/07/06 01:55:09
One of the reasons the map I'm working on has such a huge brush count is my liberal use of triangles, on architectural as well as terrain brushes. I haven't been that aware of the hull expansion issues until now. Bugger.
 More On The Issue
#2136 posted by aguirRe on 2004/07/06 06:20:19
As I think I mentioned before, HL seems to have had worse problems than Q1, so at least one of the cases XP-Cagey's describing in the article is already covered by the original Q1 expansion code.
He sent me some map examples that he claims fails in HL and they worked as expected in Q1.
I have a feeling that the problem is a combination of brush expansion, CSGFaces (brush merging), outside filling, SolidBSP (building the final tree) and numerical errors along the way.
Since I doubled the precision (to 64-bit) in my compilers, they work much better than before, so precision is involved but increasing it can only do so much. It's also interesting that doing the same to e.g. vis, doesn't make any difference at all.
Tyrann made a great stab at it in his TyrQBSP and some of the solutions he put in there, I've imported in my versions. Overall, it doesn't really seem to help, it only makes the compiler faster and a bit more consistent.
Kinn: If you don't have any obvious problems, maybe you shouldn't worry too much yet? After all, this isn't a new problem and it's definitely not worse than it was before.
 Aquire
#2137 posted by HeadThump on 2004/07/06 11:44:59
'As I think I mentioned before, HL seems to have had worse problems than Q1'
I can attest to that after spending a weekend playing the Sweet Half-Life mod (mostly awesome BTW). I seemed that it was possible to get stuck in several areas that I would not even think of needing a noclip brush in within a Quake map.
 Maybe
#2138 posted by aguirRe on 2004/07/06 13:05:35
the mappers of that HL-mod should try out XP-Cagey's tools, he seems to know lots about this and other tool issues. Since I assume that the original HL-tools were based on the Q1 ones, it's a bit surprising that they are inferior in this aspect.
 Aguirre:
#2139 posted by metlslime on 2004/07/06 14:07:46
HL seems to have had worse problems than Q1
That might simply be becuase of the "normalization" thing he talks about in part 2 ... it sounds like a horrible idea :)
Anyway, i'll try to do some code diving some time in the future and see if i can actually come up with any improvements on this front.
 Texture Grid
#2140 posted by madfox on 2004/07/06 20:06:28
I finally managed some clipping in Quark64.
But it is rather a brute instrument, it took me half an houre to get the comparing textures right, the stupid thing is working like it has drunk a bottle of XXX.
If I make a same kind of brush, and add it, it is done in a minute!
Isn't there a more clever way to size the grid?
ie. move 16 up or down?
 .
#2141 posted by necros on 2004/07/06 23:25:31
is there not a slider on the top left corner of the screen to control the grid settings?
 Hep Meh, Hep Meh!
#2142 posted by Morfans on 2004/07/07 03:15:19
Gentlemen,
Does anyone have any ideas as to why a simple but moderately large q1sp would run fine in winquake but crash out with "Allocblock : full" when run in glquake, macglquake or joequake?
Thanks.
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