 Daya Map
#466 posted by Barnak on 2015/08/16 18:18:36
I confirm that his map is crashing Quakespasm, with the same error message.
#467 posted by ptoing on 2015/08/16 18:22:17
Trying to compile the map atm. So far so good.
But that ti_rc_c14 texture is missing. Does not seem to be in any of the 5 wads you supplied in the zip.
 Daya
#468 posted by ericw on 2015/08/16 18:22:24
The error message means the width and/or height of "ti_rc_c14" is not a multiple of 16. Seems to be a 40x128 texture which is not allowed in Quake.
#469 posted by necros on 2015/08/16 18:29:00
the error is not referring to alignment of the texture in the map. rather, it is referring to the dimensions of the texture ti_rc_c14 which is 40x128.
textures in quake must be multiples of 16, you need to modify that texture to be either 32 or 64 wide. or just not use it.
you can try this: http://shoresofnis.com/temp/ti_rc_c14.bmp I have padded to the right side of the texture with black pixels to make it 64 wide.
#470 posted by necros on 2015/08/16 18:29:46
lol... crosspost madness! i should be mapping. ._.
 Fixed It By Simply Changing Texture. Still Will Check The Link Out For
#471 posted by Daya on 2015/08/16 18:47:04
later.
 Testing... Writing The Readme
#472 posted by ShoTro on 2015/08/16 23:31:19
I can't find and kill 3 enemies in the level still... I can't for the life of me figure out where they went or which enemies are not spawning or spawning in the wrong place...
Frustrating. But it is pretty much as done as it is going to get at almost 12am.
 Fish? Requiem Engine Counts Correctly.
#473 posted by Spirit on 2015/08/16 23:40:28
Developer 1 might also help to see if things go wrong.
 Running Out Of Time.
#474 posted by ShoTro on 2015/08/16 23:45:39
Compiling with lights on full and then will see if I can find the problem.
I will call it finished then send Daz and updated version if I can find the problems.
 No Need To Worry.
#475 posted by Breezeep_ on 2015/08/17 00:02:22
There's going to be DLC for this jam.
 Too Many Nit-picky Things... So Little Time.
#476 posted by ShoTro on 2015/08/17 00:33:29
- Buttons might not go the right direction.
- A couple enemies are unaccounted for after play through, but I can't, for the life of me figure out which of the 120+ enemies they are.
- I think I spam the player a little too often during the middle of the map with enemies, but it is do-able.
- I am going to spend my lunch breaks debugging these compile warnings for the next several days aren't I? *sigh*
Anyways, Daz should get it as soon as I compile one last time and zip it up. I will post screens and stuff in the morning.
#477 posted by necros on 2015/08/17 01:01:28
haha man... this is gonna be close. and totally untested! what could possibly go wrong???
._.
 Submitted
#478 posted by ShoTro on 2015/08/17 01:22:24
Only an hour and a half past midnight here.
Good luck everyone!
 Submissions
#479 posted by DaZ on 2015/08/17 01:31:31
Confirming I have received maps from ShoTro and Ionous!
 Welp...
#480 posted by Breezeep_ on 2015/08/17 02:05:43
My map's gonna be DLC. Looking forward to playing everyone else's maps.
#481 posted by Rick on 2015/08/17 02:18:24
I just added a secret, so I have to check the functioning of a bunch of doors. And I found a hole in the map the last play through, so I have to make sure it's gone.
I had all the errors and warnings fixed, but this last time through qbsp found a new CutNodePortals_r out in the void for some reason. I may not worry about it since it's at least 500 units from any accessible space. I'm pretty sure the map will be done by midnight, but the compile process is going to take over two hours, So may not be ready until the wee hours.
#482 posted by - on 2015/08/17 02:46:52
My map is done and submitted :D
 Rick Said Don't Stop
So I didn't. I set my childish notions of sleep aside and have been mapping since the last time I posted. It worked, thankfully, and I just sent my finished product in to Daz. Fingers crossed it's worth something.
I had a hell of a time working on this, thanks to Darren for running the thing and to everyone for being so welcoming to us new guys!
 Glad To See The Submissions Popping In
#484 posted by ionous on 2015/08/17 03:43:16
I'm still pushing forward on the map. I've lain 2000 brushes today, so might just have time for an updated version later in the week. Time shall tell.
 Well Then
#485 posted by Breezeep_ on 2015/08/17 04:00:42
I'm gonna try to cram in the item placement stuffs. My map's gonna suck, and I don't care.
#486 posted by ma†echa on 2015/08/17 04:31:01
Shit's gettin real, son! Srsly tho, almost done�� stoked to see what everyone else has come up with, too! :D
 Done!
#487 posted by necros on 2015/08/17 04:34:59
Now off to bed...... zzzzzzzz
 7 Entries Received So Far!
#488 posted by DaZ on 2015/08/17 04:56:07
Confirmed received entries so far -
Ionous
ItEndsWithTens
Necros
Scampie
ShTro
WarrenM
Daz
(HYPE!)
 Map Submitted.
#489 posted by Breezeep_ on 2015/08/17 05:52:17
I need some fucking sleep.
 Oh Captain
#490 posted by adib on 2015/08/17 05:57:12
You got mail.
Post mortem: many things could be better, many could be worse. I need to sleep.
Looking forward to play the other levels.
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