#591 posted by ma†echa on 2015/08/19 19:06:54
Yeah or edit the .map and compile with -onlyents (with .bsp in the same folder) , takes like <1sec to recompile just the entities :)
 But
#592 posted by Rick on 2015/08/19 19:07:28
If you scroll down far enough you will find the entities section (I think this is used by "light") which is plain text from the .map file. I'd be surprised if it was safe to edit and re-save it in Notepad++ though.
Oh, damn it, I didn't know that, my mistake. Thanks for the tip!
#594 posted by ma†echa on 2015/08/19 19:08:34
Oops, wrote my msg without having seen czg's posts� What he said! :)
#595 posted by czg on 2015/08/19 19:08:48
Editing the map file and doing -onlyents can be risky because there can be problems linking the correct bmodel to the correct entity, and I've experienced switchable lights being broken as well.
#596 posted by negke on 2015/08/19 19:15:36
If you only edit the changelevel trigger, -onlyents is fine. It's only problematic if the order of brush entities changes. If the map has switchable lights, you need to run light -onlyents as well.
 THANKS SCAMPIE FOR FINDING ALL THE PROBLEMS <3
#597 posted by DaZ on 2015/08/19 19:22:19
I realise there are ways for me to edit ShoTro's map but if I somehow fuck things up and his map is broken in the pack i'd feel awful. So I'd rather wait for the man himself to issue a quick fix :)
Thanks Warren, that skybox kicks arse!
SOON HYPE SOON
#598 posted by necros on 2015/08/19 19:46:54
for switchable lights, aguirre's light.exe and the jury rigged util has a -onlyents switch to relink switchable lights. unfortunately, ericw's light does not have this. (nor the original tyrlight)
 Oh For Fuck's Sake.
#599 posted by Spirit on 2015/08/19 19:51:02
2PSB
Can someone delete Tronyn's compilers so he switches to good ones?
 Ah, Good To Know
#600 posted by ericw on 2015/08/19 19:55:11
i will add that to the todo list, I forgot that qbsp -onlyents would break switchable lights (but it makes sense).
I ran a last minute "qbsp -onlyents" last night of Tronyn's/my map, luckily there don't seem to be any switchable lights, so it should be OK.
 Spirit
#601 posted by ericw on 2015/08/19 20:09:20
I compiled to 2psb because Tronyn's other releases used it, and also some more engines can run it; I'm not sure if he uses RMQEngine. AFAICS, it doesn't make much difference which BSP2 variant is used?
We're planning to release a cleaned up version at some point so could switch to BSP2 then I guess.
#602 posted by ma†echa on 2015/08/19 20:14:52
ericw/necros/czg, what do you mean by "switchable lights" - you don't mean, say, a light that's off by default that gets switched on by a monster dying? heh heh -_-
 Yeah
#603 posted by ericw on 2015/08/19 20:21:54
lights with a "targetname" switch on/off when triggered. I think there's a spawnflag to make them start "off"
#604 posted by ma†echa on 2015/08/19 20:27:40
Huh, I ran -onlyents recompile on my map like 5+ times, but it still seems to work just fine.. (since the light that gets switched on is what I was tweaking each time) using tyrutils-ericw
 2PSB
#605 posted by Spirit on 2015/08/19 20:29:22
Anything reasonable supports BSP2, RMQEngine should be all that only supports 2PSB and no one should care (nothing against RMQ there). QuakeForge explicitly does not support 2PSB but BSP2. Afaik there is only one minor difference format wise. It just makes no sense to use that format. :\
Tronyn's other maps only used it because he didn't know better.
 Had A Feeling...
#606 posted by ShoTro on 2015/08/19 20:40:42
but didn't see the discussion about the level name. Sent
 Its Happening!
#607 posted by DaZ on 2015/08/19 21:02:26
 Thanks Daz!
#608 posted by ShoTro on 2015/08/19 23:25:45
While this map might be a lot of half baked ideas thrown together this jam has though me where to set my expectations next time.
 Though -> Taught
#609 posted by ShoTro on 2015/08/19 23:27:33
It is late. Stupid auto correct
 Online JAM6 Coop Server
#610 posted by Butane on 2015/08/20 04:15:27
I set up a coop server running JAM6 at 67.55.27.60:26001 If anyone's interested in playing with others. I'll leave it online for a few days. If it's offline assume the wifey shut off the PC.
#611 posted by - on 2015/08/20 04:49:11
That's cool!
Please note, my map DOES NOT WORK in coop, I even placed the coop spawn in a little box informing the player of that. Sorry! some of the things done in my map are broken if you play it coop, but accepted that since few people actually play coop :(
(Also, we should keep future discussion to the release thread!)
 Total_newbie
#612 posted by aDaya on 2015/08/20 09:43:31
Your feedback will help me a lot. I have ideas on optimizing the level without deleting the actual paths.
As for the enemies your criticism still stands, but that's also because I haven't finished doing difficulty works on them. I reserved that for when the level worked 100% first.
 DLC
I procrastinated like a champ and restarted about 3 times. I was having a world of pain with rock faces using the vertex and clipping tool in jackhammer. But I think I came up with a neat solution. So far I've had no strange errors, disappearing brushes etc.
I made the area I wanted to be cliff face out of a solid and split it into even sized cubes with the clip tool. I then made a corner convex, a corner concave and a slope shape. These are all the same size as the aforementioned cubes. Now building is just like minecraft... Sort of.
If I want to change the angle of part of the cliff I can stretch it to double its length with no errors. If I want a part of the cliff to jut out I can rotate the blocks 180 degrees. It's working out pretty well.
 DLC
#614 posted by ShoTro on 2015/08/22 11:20:38
When is DLC being released? Deadline?
#615 posted by necros on 2015/08/22 15:37:29
I think I will rework my map to be more than just a lame tech demo, but I will probably do it as a separate thing because I'd want to use some custom qc... Probably want to get some moving machinery stuffs, ohhh maybe a tram ride or something. That'd be cool. I remember way back we talked about bezier curves, would be interesting to try to get that going in qc.
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