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  • #61
    sorry, ignore that, its massively overkill, thought you were using DP thus potentially okay with using csqc.
    /me actually goes to read the thread...

    64bit targets have certain issues with the progs VM, particuarly strings. If you get crashes while running a server but not when running as a client, that'll be why. Its potentially possible to mitigate issues by moving all potentially accessed strings on to the hunk, including all static strings defined inside the C code.
    You can always add -m32 to the gcc commandline to force it to build a 32bit version, but you may need to install more libs, and non-x86/amd64 versions of gcc may complain about not knowing what -m32 means.

    @r00k and/or bluntz
    The png crash is due to a type mismatch.
    png_uint_32 is NOT guarenteed to be 32bit! Any pointers to png_uint_32 variables need to exactly match. The explicit casts in the call to png_get_IHDR in Image_LoadPNG are the cause of your png crashes (just change the types of those locals to the correct type instead).

    texture size is traditionally capped by gl_max_size, which is set to match what the gl driver reports.
    Qrack doesn't seem to have any other texture size limits for 24/32bit textures.

    Skyrooms for transparent clouds really only works if you have q3 shader support.

    It should not be too tricky to draw clouds infront of a skybox (without q3 shaders), basically draw both skybox and normal sky, just with the normal sky transparent/blended. I just hope you never get to the sky itself and can never see the clouds beneath you...
    Some Game Thing

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    • #62
      No mo beer for u!
      but...but...

      -----------------------------------------

      OK, I have a hella complex idea and it might not even work, so you should definitely spend lots of time working on it. Open up blender and create an amazing modeled landscape with absolutely no sky. Cut it into 9 equal chunks (you'll see why in a minute) and save each chunk as an .obj. Make sure you have the (min/max) dimensions of each chunk. The center chunk should be basically flat and much much shorter than the surrounding chunks. Open up entities.ent (for RADIANT) and write a definition for each chunk. Open up QC and write code for each chunk that more or less defines its dimensions. Open up radiant and place each chunk where it belongs, make a huge box around it with skip brushes, place an info_player_start in the center and compile (this is why the center chunk should be shorter - so the player is on top of it instead of inside it). Open up darkplaces, drop the console and type envmap. Bingo - you should have a skybox with a ?blank transparent sky? (maybe this wont work at all - just spend a lot of time on it and see). From there you should be able to figure out how to "wrap" a scrolling sky over the top and descending behind the horizon entities (which actually aren't entities at all anymore cause after envmap it was converted to a cubemap).

      I thought of this and wrote it simultaneously, so it could be really jacked up and missing steps. You're a smart guy - roll with it.
      http://www.nextgenquake.com

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      • #63
        Fine Michael we will do it the complicated way and finally take the plunge into mapping.My first map seems to have came out as .map an not .bsp, how do I make it export to .bsp?Radiant actually had no errors I saw in logs and the texture problem I thought I had was actually just needing to double clik the text entry in the texture browser to get them to show in the previewer.
        WARNING
        May be too intense for some viewers.
        Stress Relief Device
        ....BANG HEAD HERE....
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        • #64
          Ignore the post I deleted. I have a better solution. Give me like 30 minutes and I'll have you mapping in 30 minutes with far less bullshit.

          You need a compiler and a build script. I have that. You also need a little bat I wrote that "redirects traffic". I have that too. Gimme 30 minutes (maybe less)
          http://www.nextgenquake.com

          Comment


          • #65
            1) download this, unzip it and stick it in your root radiant folder. I included the reference material for the compilers. This will explain the available compile switches for each

            2) you need to find local.prefs. This file is probably located in your version of windows path that is equivalent to this:

            C:\Documents and Settings\You\Application Data\RadiantSettings\1.5.0\something.game\local.prefs

            you need to find:

            Code:
            <epair name="BuildMenu">A PATH/build_menu.xml</epair>
            Make sure that A PATH is the path to build_menu.xml (ex: C:\A PATH\build_menu.xml ). This should be in the same folder as local.prefs. It should also already be correct.

            then find:

            Code:
            <epair name="EnginePath">A PATH</epair>
            A PATH needs to equal the path to your game engine. Only the path (ex: C:\Quake\)

            Next open up build_menu.xml and overwrite the entire thing with this
            Code:
            <?xml version="1.0"?>
            
            <project version="2.0">
            
            	<!-- engine/mod/QC config vars -->
            	<var name="Engine">	"darkplaces.exe"	       </var>
            	
            	<!-- relies on above config vars -->
            	<var name="Run">	"[EnginePath]run.bat"	</var>
            	
            	<!-- hmap2 compiler -->
            	<var name="hmap2">	"[RadiantPath]/compilers/map2/hmap2.exe"	</var>
            	
            	<!-- bsp1 compilers -->
            	<var name="bsp">	"[RadiantPath]/compilers/map1/txqbsp.exe"	</var>
            	<var name="vis">        "[RadiantPath]/compilers/map1/wvis.exe"          </var>
            	<var name="light">	"[RadiantPath]/compilers/map1/light.exe"	</var>
            	
            	<!-- newskip tool -->
            	<var name="skip">	"[RadiantPath]/compilers/newskip.exe"	</var>
            	
            	<build name="Full">
            		<command>[hmap2] "[MapFile]"</command>
            		<command>[vis] -threads 1 "[MapFile]"</command>
            		<command>[light] -extra4 "[MapFile]"</command>
            	</build>
            	
            	<build name="Run Map">
            		<command>[Run] [Engine] "[MapFile]"</command>
            	</build>
            	
            </project>
            NOTE: This is a working EXAMPLE! You will need to change darkplaces.exe to the engine you use. The example part is that you can mix and match these compilers in a number of ways and they all have special compile switches (ex -extra4). Read the refs (included). Do not change my [Tokens], they have to be there and they have to be what they already are! However, you could add a custom build. For instance:

            Code:
            	<build name="hmap build">
            		<command>[hmap2] "[MapFile]"</command>
            		<command>[hmap2] -vis -noambientsky "[MapFile]"</command>
            		<command>[hmap2] -light -extra4x4 "[MapFile]"</command>
            	</build>
            Next you need to make Run.bat and put it in your root engine folder

            run.bat - paste in a blank text doc and save as run.bat
            Code:
            cd /d %~dp0
            %1 +map %~n2
            Note: I have stripped out working from a mod folder, because you need to learn how to walk before you run. There are a few more steps to getting a mod folder working in GTKRadiant using my method. GTKRadiant does not like mod folders and you have to cheat. Cheating involves understanding this first.

            Lastly go to your root radiant folder and open /game/q1.game. Make sure your enginepath_win32= is correct. I'm suspicious that this matters not-at-all, but it can't hurt to set it.

            What is exactly going on:

            Your build menu defines all your tools which are then re-used as tokens in the commands, some of these tokens are defined in local.prefs (EnginePath for instance - actually that's the only one). The [RadiantPath] token is native, Radiant already knows where it is. When you open Radiant and click build you should see the options Full and RunMap. If you would like to add newskip, add this build:

            Code:
            	<build name="skip it">
            		<command>[skip] "[MapFile]"</command>
                    </build>
            That would add a new option to the list named "skip it". Conversely you could just combine it all into one build. Like this:

            Code:
            	<build name="hmap build skip and run">
            		<command>[hmap2] "[MapFile]"</command>
            		<command>[hmap2] -vis -noambientsky "[MapFile]"</command>
            		<command>[hmap2] -light -extra4x4 "[MapFile]"</command>
            		<command>[skip] "[MapFile]"</command>
            		<command>[Run] [Engine] "[MapFile]"</command>
            	</build>
            This would add a build option named "hmap build skip and run" (except that is probably too many characters). You can add as many build nodes as you desire. You are only limited by the height of your screen.

            GTKRadiant has a shitty "run map" feature that doesn't work. My run build coupled with my bat fixes this. Use that instead of the built in radiant "run map" feature.

            Final

            In a sense, you could skip a whole freakin lot of this and just write a bat that does the work. I am a purist. If Radiant is intended to let you build and run from within the editor, then that is what I want it to do. I mastered this crap. There are posts on here that are the equivalent of "FOK RADIANTS BUILD MENU!" (I exaggerate). I couldn't agree more, except for the fact that I disagree (you read that right). I showed you how to manipulate Radiant, not railroad it for the sense of ease. It's a lot of stupid bullshit, but when you have it set up properly and you understand what you did, you will have a Radiant that is doing it's damn job, instead of external scripts and pointless navigation every time you want to compile a map.

            You must always compile a map in this order BSP, VIS, LIGHT, EXTRA CRAP (newskip). I believe that is all. If you have any problems, explain them as detailed as you can and I will solve them. If you need more info on the build menu that I left for you as sort of a simple puzzle, simply ask. I will go line by line and explain the entire thing if you would like.

            your buddy and pal,
            Michael

            Shout Out: Thank you to my heroes Golden_Boy and Seven for unknowingly being my heroes and pushing me to learn/figure out all of this stuff with your excellent creations and inspiring threads.
            Last edited by MadGypsy; 08-16-2012, 06:28 AM.
            http://www.nextgenquake.com

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            • #66
              Let me say first of all thank you for such a great response to my question.
              I have the same feelings about getting the built in menus for the compile functions as you do and would rather get them to work.My biggest hurdle is having to translate all this advice to work on a unix based platform.I dont know where this thread should be created but needs it's own since it looks as if the fix to my question looks to very involved.
              Again let me thank you for your help as well as the rest of the guys like Spike GB R00K Baker MH OoPpEe Spirit ect... for inspiring me with all their lost hair
              WARNING
              May be too intense for some viewers.
              Stress Relief Device
              ....BANG HEAD HERE....
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              • #67
                I am posting my scripts I have used for several years through many Linux distros to help some of you have a more point and click interface.
                Not all of them still work but most do.Drop them into .gnome2 under your home directory,They will add many useful functions to your right click menu.Enjoy:
                updated :
                http://www53.zippyshare.com/v/3724637/file.html
                Last edited by bluntz; 08-20-2012, 07:40 PM.
                WARNING
                May be too intense for some viewers.
                Stress Relief Device
                ....BANG HEAD HERE....
                ---------------------------
                .
                .
                .
                .
                .--------------------------

                Comment

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