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  • E1 & E2 Z-fixed

    I've just finished fixing all these in e1 and 2 as well as a few other tweaks, like texture alignment and so on. I had this done last night but had to start all over today. As I got better at GTKRadiant I realized the way I addressed things before was way less than optimal. Also, the previous light tool I was using did not give me results identical to ids, luckily I found Tyrlite which does.

    I'm particularly pleased with the yellow key secret door in e2m1 (don't know how it will look in clients with dynamic lighting though). I also had to extend some floor and wall in e2m2. The wall that pushes the player into the shambler cage doesn't push the medkit all the way so the medkit sticks out of the wall. It seems the medkit is pushed from its center, not its outer surface. Extending the floor pushed the medkit far enough from the wall that it doesn't stick out any more. I really hated to change the map like that, but it was pretty minor, what do you guys think?

    Other than that there are only like 2 other changes to geometry throughout the episodes and they are very minor. I still can't get demo1.dem to play with the e1m3 map. In DQ I get "host error: Model *103 not found". I really hope I can fix this. When I first edited the map in Worldcraft the game just crashed, so it's a step in the right direction.

    If you guys would like to test these I'd really appreciate it, I'm sure I missed some things. I'm going to run through e3 and 4 and find everything I need to fix in the meantime.



    EDIT: It just occurred to me that I could have just moved the medkit. fml.
    EDIT AGAIN: On second thought, moving the medkit would be game breaking. There is a reason it's getting pushed with you...INTO THE SHAMBLER CAGE.
    Last edited by KillPixel; 02-05-2012, 12:25 AM.
    www.youtube.com/user/KillPixel

  • #2
    Originally posted by KillPixel View Post
    In DQ I get "host error: Model *103 not found".
    Sounds like you might have deleted a brush model from the map. I tested this in FitzQuake and it gives a "model *103 not found" message but continues to play the demo anyway, just not drawing anything. I'm not certain whether this is better or worse...

    Demos are sensitive to entity changes like this - in general, if a demo was recorded with a different version of the map to the one being used, and if the differences are in terms of entities, then you can expect this kind of thing. (The same applies to save games).

    I'll add a better fix for this to the next version but the best you'll get is that the demo will run - you're going to see missing models/models in the wrong places/etc from it (it'll be similar to what DarkPlaces does in this case).
    IT LIVES! http://directq.blogspot.com/

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    • #3
      I've compiled that map directly from the source without making any changes (though I did open and save in radiant) and I get the same error. With WC 3.3 it just crashed, but with WC 1.6 it would play, but some bars on the ogre cage were missing. If you open up pak0 and rename demo2 or 3 to demo1 those demos will play fine even with modified maps. Odd huh?
      www.youtube.com/user/KillPixel

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      • #4
        Must be something in the compiler that's giving the map a different entity layout to that which was stored in the demo then.

        Loading the map directly I can see everything is present and correct.

        With the fix in the engine, and running demo1, I get 3 models reported missing: *103, *104 and *105. When the demo runs I get 3 places where there are missing brush models: the ogre cage bars, the button at the nailgun pickup and a wall on the route down to the main cavern. Seems reasonable that these are the 3 reported missing.

        That's consistent with the differences between loading a map directly and playing a demo. When you load a map, brush model names are constructed on the fly and the server and client match them up. When you run a demo they're not - they're read from the .dem file (the server-side construction is skipped) and this kind of thing can happen if there's a mismatch.

        So yeah - compiler, definitely.
        IT LIVES! http://directq.blogspot.com/

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        • #5
          Awesome, I'll hunt around for a different compiler. Would it be bsp or vis? I'm asking because I'm not sure what vis really does.

          EDIT: Wow, I just found the original compiling tools used by id...these are what I should have been using the entire time....FFFFUUUUU
          Last edited by KillPixel; 02-05-2012, 11:24 AM.
          www.youtube.com/user/KillPixel

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          • #6
            Most likely the version of QBSP although Light can also muck around with entities.
            IT LIVES! http://directq.blogspot.com/

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            • #7
              Well, I discovered that GTKRadiant is causing the problem.

              Using ids orginal qbsp I compile the map source, no changes have been made to the source, no opening and saving, nothing. The map works fine. Then I open the map source in radiant and save it. Compile that and I get the same error.

              I've looked for qe3 to edit this map in, but can't find it anywhere. (I believe that was the original editor id used?)
              www.youtube.com/user/KillPixel

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              • #8
                Holy crap. I fixed it. The problem was VERY bizarre.

                So I used ids original compiler which gave me a report of the faces merged. The reports ends at model *102. So, I found QE3 and edited the map in that, the report stops at model *104. Hrm. I need model 103, 104, 105. Turns out you can only save the map 1 time, the first time you save it will merge all faces, if you save a second time it will only merge the faces up until 103. So in order to have a successfully compiled map you have to do this in QE3, doesn't work in radiant.

                1. Open maps source
                2. make changes
                3. save
                4. compile

                Now if I did something like this

                1. open maps source
                2. save
                3. save again
                4. compile

                it would only merge the face up until 102. WTF?
                www.youtube.com/user/KillPixel

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