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NAB622

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Posts posted by NAB622

  1. Just a small update. I am still not back to this yet - I have multiple other coding projects going on, so I'm a tad overwhelmed. The big problem is that my largest and most important project is taking place on another computer, and it is impossible to work on both that one and my personal computer. Worse still, the big project cannot wait, so I have to do it first.

    I will get back to Radiant, I just need a few more months to sort out the boatloads of other stuff!

    ooeJack, Droidy365, OCD2 and 3 others like this
  2. A few things I would try.

    First, make sure you are not using "Save Selected".

    If that fails, create an empty text file in your base/maps folder, rename it to <yourMapName>.map, and try to save over it in radiant.

    If all else fails, go into Radiant's preferences, find and toggle the "Use Win32 dialog box" setting, then try saving again to see if that works.

  3. Is this for singleplayer or multiplayer? Scripts are basically barely implemented in multiplayer.

    I'd say it's very likely that you simply can't do that to the player. Scripts aren't meant to be used on the player, especially if this is for multiplayer.

    I believe you can set the player's weapon to not draw on the screen in first person, although they can still fire it, if that's any help. It's been forever since I touched scripts, so I might be wrong.

  4. Currently working on ParaTracker 1.5. I have implemented a DDOS protection measure for users to use (Just for the tracker, it doesn't protect the game server!), although I am far from ready for the public to use it at this time. I need to create a way for users to prove ownership of their servers. I'm going to try this with two methods:

    1. The user can type their RCON password into ParaTracker, and ParaTracker will send a junk RCON command to the server to see if the password is correct.
    2. Alternatively, the user can set a CVAR to a value requested by ParaTracker, and ParaTracker will accept that as proof of ownership. (For those with trust issues, because I absolutely understand)

     

    Anyhow! Until that is done, I'm also working on a much-requested feature as well. Many users requested that ParaTracker have the ability to display a list of the tracked servers. I finally broke down and figured out what I needed to change, and am working on it now. It should be done within a day or two, and then I'll go back to the other stuff. Currently, I still have to change the visuals a lot here, but it's by far the best looking server status list I've seen.

    Here's what it looks like right now:

    https://pt.dogi.us/utilities/ServerList.php

    This page is also available from the setup page if you click on the game names at the top.

    https://pt.dogi.us

    Aldro Koon, Circa and OCD2 like this
  5. 1 hour ago, SolarisBravo said:

    Polycounts seem to be kept well below 5k or so, and texture resolution rarely seems to beat ~512px. What might the reason for this be? Hard-coded polycount limits? If so and if we truly have access to the game's full source, why haven't projects like OpenJK removed them?

    I can answer this.

    Texture resolution is not really an issue - there is nothing wrong with high resolution textures, as long as each dimension is a power of 2. (1024, 2048, 4096, 8192, etc). Most people just don't make them that large out of habit.

    As for polycounts, the game is running an old version of OpenGL (1.1 I believe), which can't handle that much geometry without getting highly bogged down. Without a full rewrite of the renderer in a newer version of OpenGL, this will not change.

  6. I had chosen to pass on this, mostly because I don't need more stuff laying around. I wish I had gotten them for two reasons - the posters would be wonderfully tacky on my wall, and I did not think the USB drives would have an EXE installer.

    Regardless - neato!

    Genrader and Circa like this
  7. Think of each face of an areaportal brush as sealing areas off from each other. The correct way to use an areaportal is to texture the entire brush with system/skip, and then on one face of the brush that will completely separate both areas, texture it with system/areaportal.

    If you texture all sides of a brush with system/areaportal, it will create a void the size of the brush, and when the player steps inside it, all entities will disappear.

    I don't know if that's related to your disappearing wall issue, but it's certainly something to try. Gotta make sure everything is right before continuing.

     

    Also: I found the other thread I had mentioned. It's one of your older threads, apparently: https://jkhub.org/forums/topic/11762-strange-map-leak-on-one-wall-of-map

    OCD2 likes this
  8. Does that wall surface z-fight with any other brushes in Radiant? If it does not, I think this is a q3map2 bug. Your map is probably making a blocksize-related slice directly across that wall. To see if this is the case, open the prtview plugin and load your map's portal file up. If you see that wall running across a larger slice, then yes, that is your problem. There are two ways to fix it: either move the entire map to the side a little bit, or change the blocksize in the worldspawn.

    One other thing to check, is to make sure your areaportals are done correctly. They should be textured with system/skip on all sides but one, otherwise they will create a void inside the door that might mess up the vis compile.

     

    I've seen this once before, but I don't remember who posted it or where.......otherwise I would link it.

  9. 18 minutes ago, fullkevlar said:

    Would it be possible to make an alpha shader "sprite" texture, and put it on say a caulk brush and have it move from left to right and back, on a trigger?      

    Yes. Use a func_door, and instead of caulk, use nodraw or nodraw_solid.

    OCD2 likes this
  10. Sure thing. I'm a little rusty on details, but this should get you there:

    In notepad, save a .cfg file in your gamedata/base folder. Name it anything you want (I'll use autoexec.cfg). In it, put the commands you want the game to run on startup, one command per line.

    Next, make a new text file in notepad, in the gamedata folder. Save it as whatever.bat. In that file, just add a single line:

    jamp.exe +exec autoexec

    Now, if you run the batch file, you should get your results. You can also make a shortcut to the .bat file on your desktop if you like.

  11. I would recommend using a cfg file for this, since you can execute it from within the game as well as executing on startup.

    The way I would do it, is to make a .bat file that launches jamp.exe with your desired parameters. So something like jamp.exe +exec startMap should execute startMap.cfg on startup.

    If you have a shortcut to Jamp.exe on your desktop, I believe you can add launch parameters there as well, but a .bat file is a much better way to go.

  12. SV_SetBrushModel: Null is a run-time error, and unfortunately will not be visible during compile. For a full explanation of what causes this error, see here:
    https://nab622.com/tutorials/MappingErrors.html#runtime_errors-sv_setbrushmodel_null

    Hopefully that can guide you in the right direction.

     

    Edit: Just took a quick glance, and entity 43 in your list is definitely a culprit since it contains only an origin brush, although it is possibly not the only one:

    // entity 43
    {
    "script_targetname" "tiefighter"
    "modelAngles" "0 65 0"
    "model2" "models/map_objects/ships/tie_fighter.md3"
    "classname" "func_static"
    "targetname" "tiefighter"
    // brush 0
    {
    ( -1592 -3640 688 ) ( -1608 -3640 688 ) ( -1608 -4000 688 ) system/origin 0 0 0 0.250000 0.250000 0 14 0
    ( -1600 -4000 704 ) ( -1600 -3640 704 ) ( -1584 -3640 704 ) system/origin 0 0 0 0.250000 0.250000 0 14 0
    ( -1600 -3832 704 ) ( -1584 -3832 704 ) ( -1584 -3832 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0
    ( -1584 -4176 704 ) ( -1584 -3816 704 ) ( -1584 -3816 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0
    ( -1584 -3816 704 ) ( -1600 -3816 704 ) ( -1600 -3816 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0
    ( -1600 -3472 704 ) ( -1600 -3832 704 ) ( -1600 -3832 696 ) system/origin 0 -32 0 0.250000 0.250000 0 14 0
    }
    }

     

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