Null
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Post by Null on Oct 4, 2014 16:20:42 GMT -5
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Null
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Posts: 555
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Post by Null on Oct 3, 2014 20:47:35 GMT -5
Q2PRO is an enhanced Quake 2 client and server for Windows and Linux. Unlike other popular clients, Q2PRO will do its best to prevent malicious or compromized server from uploading a crafted BSP or PAK file on your machine and then executing arbitrary code from it. Supported features include: - fully rewritten OpenGL renderer optimized for stable FPS
- realtime shadows
- enhanced console command completion
- persistent and searchable console command history
- fully asynchronous client
- ZIP packfiles (.pkz)
- JPEG/PNG textures
- MD3 models
- fast and secure HTTP downloads
- multichannel sound using OpenAL
- forward and backward seeking in demos
- recording from demos
- server side mutliview demos
- live game broadcasting capabilities
- variable server FPS
- sane error recovery and reporting
- fixes multiple vulnerabilities
Stand Alone Install:skuller.net/q2pro/Vivid colors, sharper graphics. Previews: Tip: For a more refined look, you can adjust different light settings individually, Example: set gl_modulate 1 set gl_modulate_world 2 set gl_modulate_entities 10
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Null
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Post by Null on Oct 3, 2014 19:43:51 GMT -5
How to get the best multiplayer Quake2 client and Start Playing with others in a few easy steps:Crisper Graphics, Vivid Colors, Less Lag!Don't have Quake 2 yet but would like to try it out? No problem, getting started has never been easier! All you'll need is the following all in one package which now comes with q2pro that delivers super crisp graphics and less lag. 1) Download and install the Q2 Starter Package:q2s.tastyspleen.net/(If you're interested in just the client, you can get it here: skuller.net/q2pro/ ) (Once it's done installing:) 2) Start Q2Pro and Connect to our server, by typing the following in console and pressing enter: connect 74.86.171.203 (To open quake 2 console, press "~" tilde sign next to button 1 on the keyboard) As you're connecting, the server will do the rest: it'll fetch all the necessary files you'll need to play.(Once connected:) 3) Vote up a certain map, by typing in console, ex:vote map doom11 format: vote map mapnameOur server offers a wide selection of brand new maps. Here's the full list of mapnames available, sorted newest to oldest:http.tastyspleen.net/~p1/quake2/weapons/maps/?C=M;O=D
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Null
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Post by Null on Sept 16, 2014 16:12:53 GMT -5
Thanks Jay, This unofficial addon only uses custom wad and pak files to extend Trenchbroom 1 functionality to include Quake2, so there's no coding involved. It's a temp work around, until the official support comes, whenever that might be. Doing it this way has some limitations but it's sufficient for now. You might be interested to know that there's also an independent tsmod branch of Trenchbroom made by quadz which adds a nifty "Clip By Selected" feature: github.com/tastyspleen/TrenchBroomforum.tastyspleen.net/quake/index.php?topic=21859.30I haven't consulted with Sleepwalker so I'm not certain what his latest plans are. No doubt you're involved with Quake2W support so perhaps you have some idea when TB for Q2 it's going to be released. ATM we're heavily involved with content creation on our server using this addon. It's a real blast making stuff. We're currently experimenting with Trenchbroom aided map overriding which is a real time saver. TB1 is real fun to map with and I'm sure TB2 will once again push the envelope and make things even easier and more intuitive. We're all about speedy workflows and timesavers, so we are eagerly awaiting the official release! Also if anyone is interested we've got plenty of ideas and feature requests
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Null
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Posts: 555
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Post by Null on Aug 25, 2014 11:24:59 GMT -5
Damn, I got to say that this is your best work to date! For me, this is certainly good enough for full blown death-match. It even has the feel of an operational space station or mother-ship dock, almost like you've been there. Now you just need some sounds to go with it, or perhaps something to spice up those narrower hallways at the midpoint, like a secret area. Way exceeded my expectations as far as first time mapping is concerned. And by the looks of it, with Trenchbroom soon enough you'll be making maps like a pro!
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Null
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Posts: 555
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Post by Null on Aug 21, 2014 22:13:05 GMT -5
General Troubleshooting & SolutionsA few issues have been brought to my attention. 1) You might get stuck during the setup stage. I now realize that the above setup instructions might have been somewhat unclear for the step dealing with the Quake Path. You must set this path, otherwise the second dropdown in Map Properties will be blank. So the Quake Path must point to the parent folder that contains the Addon directory shipped with the rar. 2) Some video card drivers have issues with Trenchbroom's OpenGL instancing, so if you're one of the lucky few, you must turn it off under preferences, where it says "Use OpenGL instancing". Another work around is to reconfigure the automatic graphics processor of choice for this app to be GPU instead of integrated graphics. Otherwise you'll get an error like this in red: "Unable to compile InstancedPointHandle.vertsh, compilation output was: ERROR: 22:1: '' : extension 'GL_EXT_gpu_shader4' is not supported"More on this error: github.com/kduske/TrenchBroom/issues/3803) If you're on Win7, when clicking on one of the Items in the Entities tab, you might get an unhanded exception in which you don't even see the text for the buttons, like so: So if you're wondering which one is the "Ignore" button that you should click, here's a clue: 4) If you go into the vertex mode using V, and you get a crash soon after dragging some vertices around, here are some possible causes. Vertex mode might crash when you're trying to create illegal shapes by dragging one vertex beyond the legal boundary of another. At the moment the editor doesn't check for all these cases. If you plan to spend much time in the vertex mode, you should read up more about convex shapes and how vertices and triangles interact to form faces and quads. This way you'll know what to avoid and what not to do Here are 4 quads composed of 8 faces. For example if you do something weird like drag vertex 2 beyond the boundary of 1 in the direction of 0 you might get a crash. In the following picture the example on the left shows some valid shapes, where each face is a legal triangle and one quad, while 2 examples on the right are distorted too much and invalid: So the simplest shape you can hope to achieve is a triangle, or a brush with all triangles on all sides. Also if you want to create complex shapes, just snap together multiple brushes into a seamless group, instead of using just one complex brush. This way you'll avoid most crashes. 5) If you do get a crash though, and you hope to restore your work, you can. Check the directory where you last saved your map, there should also be a autosave folder there. Note: this folder might not contain the most recent version of your map, but it's still better than nothing. 6) If you notice that the editor starts to lag, this might be the result of complex brushes in your map. For some reason Trenchbroom tends to lag in some cases when dealing with such brushes, especially ones created using the face split method in vertex mode (when dragging on a vertex in the middle of a face.) To alleviate the lag you can try splitting these brushes into simpler primitives to see if that helps.(One way to do this painlessly is using the clipping options by pressing C. Remember you can cycle clipping modes using Ctrl-Enter). 7) To open a .map file in Qoole, do a File/Open, and in the dialog for "Files of type" select All files (*.*) from the drop down. Alternatively you can type "*.map" for File name and press enter to see just .map files.
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Null
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Posts: 555
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Post by Null on Aug 19, 2014 21:07:37 GMT -5
Le Ray [Q2C] you should make a new map to celebrate
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Null
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Posts: 555
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Post by Null on Aug 19, 2014 17:32:24 GMT -5
I created a map in Trenchbroom in just a couple of hours
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Null
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Posts: 555
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Post by Null on Aug 18, 2014 5:53:55 GMT -5
I was quite impressed by the result considering how daunting I found mapping to be when I first looked into say Quark and Qoole years ago, and then seeing this result with Null who's never truly mapped for Quake 2 before come up with this result so quickly really tickles my interest! In some ways I guess the TrenchBroom author thinks like me. And it's probably why I was able to quickly and seamlessly sync with this interface, making the controls an extension of my fingers Who knows, it's yet to be seen if this is a proper mind-meld for everyone though lol.
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Null
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Posts: 555
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Post by Null on Aug 18, 2014 1:41:07 GMT -5
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Null
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Posts: 555
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Post by Null on Aug 18, 2014 1:15:42 GMT -5
Learn to use a editor takes time and a lot of practice. See that's how some editors differ from others: almost like night and day. For some it's all about elegant design decisions to make it easy for their users. Editors like Trenchbroom can be learned and understood in a day, while editors like Quark have you scratching your head going WTF every time you try using it! There are some good things about Quark, but overall the lack of intuitive interface and navigation makes it a pain in the ass. And looking back, I'm actually glad I didn't have to waste too much time in it. Anyway, here's my first public map made in Trenchbroom. Probably around 6 hours of pure fun in the making, as opposed to 24+ hours of nail biting horror in Quark: www.netdoo.com/wodx/files/watchtower.rarI didn't spend much time on textures, and mostly focused on fun deathmatch gameplay here. Was going for bunker obstacle course with a paintball feel. And since it's my first attempt, workflow can be refined even more with prefabs and next time I'll probably be able to get it done in half the time
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Null
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Posts: 555
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Post by Null on Aug 15, 2014 13:35:36 GMT -5
Can you provide the link to the beta? Also, could you ask SleepwalkR to add support for compiling maps from UI, and if there's a leak, reading / displaying the leak information: (it's just a simple list of vectors) somemap.lin 240.000000 832.000000 -64.015961 161.378235 768.207031 -15.955073 161.788269 768.162170 -0.229032 216.000000 744.149475 16.000000 160.000000 960.000000 31.999996 152.000000 976.000000 240.000000 How Qoole99 reads them: const char *Quake2::GetLeakFile(const char *docName) const { static char leakPath[256];
ASSERT(docName != NULL);
if (!LFile::ExistDir(mapDir)) return NULL;
sprintf(leakPath, "%s\\%s.lin", mapDir, docName);
return leakPath; }
Object *Quake2::LoadLeakFile(const char *docName) const { LFile leakFile; QDraw::OutputText("Loading leak information: %s... ", GetLeakFile(docName));
if (!leakFile.Open(GetLeakFile(docName))) { QDraw::OutputText("Error.\nThere's no leak file.\n"); return NULL; }
char *inLine; float x, y, z; Vector3d v1, v2; Vector3d posVec;
// Read the first point. while (!leakFile.EndOfFile()) { if ((inLine = leakFile.GetNextLine()) != NULL && sscanf(inLine, "%f %f %f", &x, &y, &z) == 3) { v1.NewVector(x, y, z); break; } }
Object *rtnVal = new Object; Object *pNewSeg; Geometry *pSegBrush;
// Read the rest. while (!leakFile.EndOfFile()) { if ((inLine = leakFile.GetNextLine()) != NULL && sscanf(inLine, "%f %f %f", &x, &y, &z) == 3) { v2.NewVector(x, y, z); pSegBrush = Geometry::MakeSegment(v1, v2); pSegBrush->CenterGeometry(posVec); pNewSeg = new Object; pNewSeg->SetBrush(pSegBrush); pNewSeg->SetPosition(posVec); rtnVal->AddChild(*pNewSeg, false); v1 = v2; } }
if (rtnVal->GetNumChildren() == 0) { delete rtnVal; rtnVal = NULL; } else { rtnVal->SetBoundRadius(); }
QDraw::OutputText("OK.\n"); return rtnVal; }
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Null
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Posts: 555
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Post by Null on Aug 13, 2014 21:26:29 GMT -5
Some random thoughts...3d editors, and their UI design decisions are a real fascinating subject to me, so this was a great find I've tried many editors and I got to say TB has done a lot of things right. After all, I can't stand Quark nor Radiant which feel totally hacked together by coders and awkward to operate. Hammer/Worldcraft is kind of slow to use. Tread3d and Qoole are way more intuitive than most, but one is slow, and the other inaccurate. If trenchbroom fixed the crash bugs, it'd be fast enough to make mapping fun again. Most people don't like having to constantly rotate views to select, and waste time in the process, so little design decisions make a big difference overall. I especially like TrenchBroom's rapid grid box extrude, obstructed face selection, and vertex options. What it still needs are selection marquee, proper entity selection cycling or selection list, and in-view drag texture scaling (sort of like Quark's 3d view texture face adjustments) I've yet to see an editor with fast texture adjustments (or replacement) across many surfaces. And this is one of the reasons Map Mixer was created, which isn't really a 3d editor, but a rapid texture replace tool that works directly on the BSP file. It's also a first crack at it so UI could have been better. I wish TB could have similar options. I still remember Duke Nukem's Build which was one of my early favorite map editors. It made for quick & easy mapping, and that's what I miss most of all, a speedy grid workflow. You could also visually adjust textures and heights of ceilings and floors really fast all in 3d view with shortcuts and mouse. Anyone could create the most intricate maps and this was way back in 1996! I can't say that even today's commercial editors really evolved that much in terms of intuitiveness. In a way 3D Studio R4 from 1995 was easier to use than it's successor and re-write lol. Packages like 3ds Max and Maya could have been way more intuitive, instead they just kept adding options. A few years back I had access to the Autodesk Dev Team, and got an insight into problems resulting from inter-dependencies on large shared projects. Since features get constantly added and built one ontop of the other in every new release, naturally some unsavory things slip through the cracks and become part of the overall fabric. Later it's hard to undo and decouple them, once they get built on. So they end up with all sorts of debug and messy spaghetti like code becoming part of the overall structure, ex: maxscript & sdk. Rarely, once in a while they are forced to re-write things from scratch but then users have to learn things over again. Autodesk's Mudbox seems like it was build from scratch, so it's way more intuitive than Zbrush, which in turn feels like it was designed and appended to by artists over a long time. Unless you are constantly working in ZB, you'll forget how to use most of the options. A quick, universally understandable and intuitive navigation is key for any 3d app and workflow. One of the things Maya got right was the 'space' triggered quick menu, which TrenchBroom could incorporate for speedy option selection: As far as open source 3d packages... I can't stand Blender. Every time I fire it up, I feel like I'm staring at an alien landscape, full of cluttered menus and dials, and I have to relearn everything over again. The UI is so disorganized, and most menu items don't need to be there at all. It's like Blender was made by a disjoint committee of artists. I guess that's what you get in open source apps that have been around the block one too many times. It's great that they are free, but most of the ones in python at least end up looking clumped and static, and I never can get used to them. "Where there are six cooks, there is nothing to eat" ~ proverb :-) Anyway, Trenchbroom feels like it was made by a solid mapper with mappers in mind! This tool is great for people frustrated with the currently available options (myself included). It's author seems to understand the ideal workflow and is determined to get it right, which is rare! I really hope he perfects this, because this is close to being great, and such an editor is long overdue. This would be a breath of fresh air for the mapping community. Also lets hope Autodesk or others don't get to him, and ruin things, because the current direction is solid and straight enough on its own
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Null
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Post by Null on Aug 13, 2014 20:41:40 GMT -5
It's worth mentioning that the rar file also contains a sample Quake 2 map called addon_level.map. This way you can easily experiment with Trenchbroom before diving in deeper :-) Note: You might get an "Unhandled exception" error when clicking in the entity menu. There's not much that can be done about this as far as I know, other than just hit "Ignore" ;P After you make your map, save it to quake2\baseq2\maps directory. If you haven't already, copy the supplied files from the Build folder to your quake2\baseq2\maps directory Edit the Build.bat there, so the mapname variable reflects your filename. Currently it's set to "addon_level". Also if you're not using r1q2.exe change this client to whatever you're using. Next double click on the batch file to build and run your map in Quake2 (You might get missing colormap.pcx error if your client is quake2.exe so start the map manually) If you get a map that's leaking you'll see something like this when building: ---- qbsp3 ---- entering E:\root\_12_08_14_a1\quake2\baseq2\maps\addon_level.map 0...5... (0) **** leaked **** files.volved.com/qsr/Qoole99v099.exeTo fix this, after you compile your map with the batch file, open it in Qoole editor (above link). Click the blue faucet icon at the far right of the toolbar. This will show you exactly where the map is leaking in 3d view. Use the yellow bird icon, to fly around to see better. Note: Do not save your file in Qoole! This editor is known to be super inaccurate in terms of floating point precision and will result in more leaks if you do save there! All you want to do is visually display and examine the source of the leaks, since you can't do that with the batch file Then you can go back to Trenchbroom in order to make proper adjustments, i.e. close the gaps and cracks. Also if you notice that a certain entity doesn't show up in the game, you might see a similar error in console: droptofloor: item_some_thing startsolid at (296 912 24) To fix this you can adjust the entity's vertical position by dragging it with the mouse and holding down the alt key. Alternatively you can open up quake2_addon.fgd and edit this entity' bounding box by adjusting it's size value so it doesn't clip the floor so much. For example you can change the size from: size(-10 -10 -10, 10 10 10) to size(-10 -10 -20, 10 10 10) to adjust its bottom. Try not to make the bounding box too large though because in these cases ex: size(-80 -80 0, 90 90 140), the rotate tool will stop working. Also note, TrenchBroom doesn't properly support content flags, so you'll need to inject them manually with a text editor. To come up with the proper surface flag values, and to know which brushes got tagged, you can use Qoole to assign them, but remember to save to some temp file. Then cut and paste them to your final file in a text editor. Remember to only do this as your last step, since you'll no longer be able to load it back in Trenchbroom.
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Null
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Post by Null on Aug 13, 2014 18:24:42 GMT -5
It will be very nice to see Trenchbroom working on Quake2 maps and hope it is supported for it soon. That'd be real cool! If anyone's interested I've made an unofficial Trenchbroom Quake 2 addon that you can try in the mean time, which works fairly well with q2 standard assets: leray.proboards.com/thread/3529/trenchbroom-quake2-addon
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