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Eight Z-Fixed Maps, Now Re-evaluating

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  • #16
    Only the b_ maps (of course) and dm8.map have leaks if I build then straightaway with txqbsp. Sounds like your map editors do bad things.

    Changing lights and stuff sounds like a bad idea to me. Transparent water is gimmicky and looks out of place in most maps.
    Quake 1 Singleplayer Maps and Mods

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    • #17
      The one advantage of translucent water is that it absolutely fixes the old bug of crossing a waterline in GLQuake. Otherwise - the gameplay of the original maps was not designed around it which makes it a breaking change. There are places in the maps where monsters are underwater and therefore shouldn't see you (nor should you see them), and that will break.
      IT LIVES! http://directq.blogspot.com/

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      • #18
        r1m5!


        PLAY QUAKE DODGEBALL!

        http://www.moddb.com/mods/quake-dodgeball

        Trickle's VWeps

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        • #19
          If transparent water "breaks Quake", why are people vispatching their maps...?

          Rest assured, there can be different versions of fixed maps for everybody. I have a really hard time thinking of any id1 map that would not look a lot better with transparent water. Others might disagree (and can use Killpixel's version or someone else's).

          The release of map sources under the GPL means that there can be many different variations of recompiled maps; this is great because choice is good. I force nobody to play my stuff (yes Spirit, your Quake is safe).

          As for coloured light breaking Quake or being a bad idea, look at the screenshots I linked, they have coloured light (and sunlight) in them. Do they look horrible? Umm, no.
          Scout's Journey
          Rune of Earth Magic

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          • #20
            Holy long day at work Batman! It's quake time...

            I'm getting this error from Qbsp.exe: "No valid wadfiles in worldmodel"

            So the compiler can't find the wads? I've tried several different directories with no luck. Is there a way I can specify where the wads are through Qbsp.exe?

            here are some pics of my file system so you have an idea of what I'm doing...I know I have more wads than I need and it's kind of a mess...
            www.youtube.com/user/KillPixel

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            • #21
              You must change the "wad" line in the worldspawn entity to point at the wad file you want to use.

              In Radiant you can select a simple wall and press N, and you will see worldspawn. You can also change the wad line in a text editor.
              Scout's Journey
              Rune of Earth Magic

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              • #22
                Is this correct? I'm still getting the error, but I don't know what else I would set as the key and value.

                EDIT: Regardless if that is correct or not, Radiant won't save it. Whenever I re-open it the the key and value are gone....

                EDIT AGAIN: Ok, I didn't actually have a brush selected, now I'm getting a different dialog box.../fail.

                EDIT ONCE AGAIN: It worked, complied without issue. Moving on...
                Last edited by KillPixel; 02-03-2012, 05:14 PM.
                www.youtube.com/user/KillPixel

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                • #23
                  Hrm, trying to compile e1m3 and I get "ERROR: multiple world entities" from qbsp...

                  Are you familiar with this? Google searches resulted in nothing, except on the Quark forums, but I'm waiting on admin approval to join...

                  EDIT: nvm, figured that out too.
                  Last edited by KillPixel; 02-03-2012, 06:22 PM.
                  www.youtube.com/user/KillPixel

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                  • #24
                    Originally posted by golden_boy View Post
                    As for coloured light breaking Quake or being a bad idea, look at the screenshots I linked, they have coloured light (and sunlight) in them. Do they look horrible? Umm, no.
                    To me, the standard textures plus colored lighting in the original Quake maps looks all wrong.

                    I find this strange because with replacement texture + colored lighting sets usually it looks fine.

                    I guess it is what you are used to.

                    Transparent water with certain original Quake maps is "wrong" in the sense you see stuff that isn't intended to be visible at least according to the way the maps were designed.



                    Case in point, Palace of Hate healing box is just the player grabbing a health box. Looks silly if you can see it is just a health box in a shallow pool.

                    Also the compile tools treat teleporters as water.
                    Last edited by Baker; 02-03-2012, 05:52 PM.
                    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 ...

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                    • #25
                      Palace of Hate is the best example.

                      There's an ogre in The Grisly Grotto that should not be visible.

                      Teleports should definitely not be translucent. Nor should lava, IMO. r_wateralpha is not an essential Quake feature, it's not part of the game, it was an experiment on the way to Quake II and should never be treated as anything else.
                      IT LIVES! http://directq.blogspot.com/

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                      • #26
                        Sky1 and 4....you mean the skyboxes? If so I thought there were only 2.
                        Yea, solid skies....Im for fixing that. But lets say we fix a ID map so the sky is non solid. Couple of questions:

                        1) Will the Quake C function [ pointcontents(sky) ] now work ? In Legacy quake engines, this never detects if an entity is in the sky, I figure now because its solid_bsp.

                        2) If an old server has the same map file with a solid sky, and a client connects with the same map but with a recompiled non solid sky, and the server code looks for content_sky in some of its qc, what would be the end result ?


                        Originally posted by MH View Post
                        sky1 and sky4 are messed up in some maps.

                        Solid skies (that one really bugs me, but a simple rebuild of the map is all that's needed).

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                        • #27
                          Include a fixed progs.dat in the pak. This fixes the water problems and a host of other stuff. I mean if you fix z-fighting you'd also want to fix the fish bug and all the other stuff right? Let's see the whole picture.

                          Palace of Hate healing box is just the player grabbing a health box. Looks silly if you can see it is just a health box in a shallow pool.
                          Fixed progs with func_water and the heal flag from rmq.

                          Also the compile tools treat teleporters as water.
                          Then they need fixing.

                          the standard textures plus colored lighting in the original Quake maps looks all wrong.
                          Can't please everybody.

                          There's an ogre in The Grisly Grotto that should not be visible.
                          Doesn't he have a lid above him while he's submerged?
                          Scout's Journey
                          Rune of Earth Magic

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                          • #28
                            what is the idiotic plat_top issue and the +0slipbot stuff? I noticed I got a warning compiling e1m2 saying that +0slipbot was missing....or something to that effect.
                            www.youtube.com/user/KillPixel

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                            • #29
                              yea, I went through that ordeal a while back:

                              Inside3d Forums • View topic - Empty texture in E1m2


                              Never seen the error in the game except when you have a /maps folder with the same map in it, AND the standard id maps in the pak in the id1 folder....and you are running in -listen...and also maybe plain sp non listen.

                              Quark definately finds a hole right in that spot.....


                              Originally posted by KillPixel View Post
                              what is the idiotic plat_top issue and the +0slipbot stuff? I noticed I got a warning compiling e1m2 saying that +0slipbot was missing....or something to that effect.

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                              • #30
                                For plat_top, do this:

                                Start the original GLQuake.
                                Load e1m1. Go to the first elevator down. Have a look at the texture on it.
                                Load e1m5. Go to the elevator up to the gold key door. Have a look at it's texture.
                                Exit GLQuake and restart it. Load the maps in reverse order and check out the textures now.

                                Most source ports have fixed this, but it's still something that should have never happened in the first place.
                                IT LIVES! http://directq.blogspot.com/

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