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How to Make ProQuake/QRack Loc Files

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  • How to Make ProQuake/QRack Loc Files

    ProQuake Loc files are used in ProQuake and QRack to indicate your position in a map.

    Example:

    bind "r" "say_team I am at %L with %A Armor and %H Health "

    Will tell your team, "I am at Red Armor with 0 Armor and 37 Health"
    The ProQuake-style loc files are more accurate in indicating your position than the Quakeworld-style loc files, but they are also a LOT harder to make.

    For reasons unknown, either due to "losing them" or maybe no one ever made them due to Quake 3 and other games depleting Quake 1, there don't seem to be a very large number of ProQuake loc files for custom maps.

    In fact, the only ones I know exist are for the maps ultrav, aerowalk, q1edge.
    Now that the CAx is nearing a completely debugged state -- considering CA+ crashes on any map not named DM3 or Q1EDGE -- and the impending FreeQuake compatible servers running custom maps, not having loc files available is annoying and needs to be fixed.

    How To Make ProQuake Style Loc Files

    1. Install CRMOD from http://www.crmod.com into c:\quake\crmod

    2. Start Quake with a command line like:

    c:\quake\glpro.exe -game crmod -condebug

    The condebug parameter is important, that is where the raw data output appears.
    3. Change the desired map by typing changelevel aerowalk

    4. Type admin 1234567 in console to get full admin, enables the "spot" command.

    5. Bind spot to a key, like BIND k "spot", this will print your current x,y,z to the console and this data will accumulate in c:\quake\crmod\qconsole.log

    6. Use Flyme so you can get off the ground when needed.

    7. Now the real work begins

    8. The first thing you need are the absolute extremes of the map. You need the left-most, bottom-most position first and then the right-most, top-most position. This is the map box. Think of it as 2 extreme corners of a cube. This is your catch-all coordinates. Use the spot command that you have bound to a key when you are in each of these positions.

    9. Now, for each section of the map locate 2 extreme corners for, say, the section you want to label as "RA Tunnel". Use the spot command that you have bound to a key when you are in each of these positions.

    10. Repeat for each area of the map.

    11. When done, close Quake and open c:\quake\crmod\qconsole.log and you'll need the raw data.

    12. Open up a text editor, make the positions you did in step #8 the very last set of coordinates in the loc file. ProQuake evaluates each region one by one for a match and stops at the first hit. This is why the catch-all box must be at the end.

    13. Save the file in c:\quake\id1\locs\aerowalk.loc, substituting aerowalk for whatever the name of the map is.

    14. Run around the map and use your say-team bind and make sure it works right.

    The final output should look like this:

    /
    // dm1.loc Baker - mostly perfect 5/10/2005
    //
    //

    -416,704,-98, 496,944,-26, "Mega Health Floor"
    496,920,150,336,704,46, "Mega Health ledge"
    -176,1128,-98,-416,959,25,"Green Armor"
    -104,1328,-98,496,1000,-26, "RL Button Room"
    292,1648,-98,496,1384,-38, "RL Room"
    496,976,46,400,1648,230,"Tele Hall"
    336,1280,46,-80,1024,203,"Shotgun Room"
    560,856,46,920,1432,238,"Rockets Room"
    1136,1432,94,942,688,208,"Rockets Room Upper"
    1136,812,94,16,552,46,"NG to Mega Hall"
    112,684,46,-568,823,109, "Green Armor View Ledge"
    -344,1648,134,-688, 944,46, "RA Back Hall"
    -288,1376,246,336,1648,46, "RA Upper"
    336,1648,46,-288,1376,-194, "RA Lower"
    1136,1648,-98,-568,704,246, "DM1" // catch all box
    Anyone interested in doing this, credit yourself in the loc file and we'll add it to the ProQuake installer and QRack installers you will forever be immortalized in the readme.txt's of Quake, heh.

    List of maps that need done:

    a2, agent, alk08dm, auhdm2, baldm6, baldm8, bsp, dranzdm8, factory3, fragtwn7, hipdm1, lacrima, nindm3v2, q1dm17, q3dm6qw, rf2, rm, sanity, schloss, skull, sofdm1, toilet4, xntrick, zed2, ztndm3

    Download these maps: here
    Truth is, they are so unfun to do, I imagine that I'll have to do them all sometime.

    But if someone surprises us and actually does some of them, you'll probably find your way into a news post at a minimum and other Quake players will be very happy with you.

    These maps are in the final map pack that will be the standard issue set in future FreeQuake servers, which we will be hitting very hard when the time is right.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

  • #2
    where can I get loc files for all the standard id maps? Proquake only comes with 6 and I once found all the loc files but they had a different format.

    Comment


    • #3
      Originally posted by Canadian*Sniper
      where can I get loc files for all the standard id maps? Proquake only comes with 6 and I once found all the loc files but they had a different format.
      The different loc file format is the Quakeworld format. It's easier to make too.

      But since it doesn't look like we'll be seeing a ProQuake update anytime soon, only a ProQuake style format would be universally usable, even if support for Quakeworld style formats were added into, say, QRack.

      The only maps that loc files really matter for are the ones that team play is done on: E4M3, DM2, DM3, DM6, etc.

      You probably aren't missing any ProQuake loc files. I have trouble finding them. Q1EDGE.loc and a few other miscellaneous ones I found were added to the ProQuake installer in the File Downloads section here.
      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

      Comment

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