Info needed to investigate a problem


(Browser [ICE]) #1

Hi, I’m currently working on geting GMAX Tempest to work with any MOD. So far, I’m doing it with Urban Terror. In my first test compile, I get an error message seen below. I need to know the line# relates to what ?

Is it in the first shaderlist.txt (I dont’ think so as the first listed shader is from the second one) ?
Is it from inside the second shaderlist.txt ?
Is it from inside a shader listed in the second shaderlist.txt ?
Are the shader listed here in the same order as in the shaderlist.txt files ?
Or is it from the MAP file itself ?

Thx for your help.


2.3.31
1 threads
Q3Map - v1.0r © 1999 Id Software Inc.
Q3Map (ydnar) - v2.3.31
GtkRadiant - v1.2.11 Nov 21 2002 06:42:57
Irrational hunger for the optimal representation
VFS Init: G:/Q3_4_Tempest/q3ut2/
VFS Init: G:/Q3_4_Tempest/baseq3/

— BSP —
Creating meta surfaces from brush faces
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/abbey.shader
************ ERROR ************
Line 23 is incomplete

2.3.31
1 threads

[/b]


(U.S.S. Speed) #2

Check the line 23 of the abbey.shader file.
Probably something missing. ( “}” hint hint)


(ydnar) #3

Make sure you’re running the latest version (2.3.38) and are using -v (verbose). The error might be in the .map file as well.

BTW, why are you even bothering with Tempest? It’s nothing more than a flashy (literally) PR toy for Discreet. Nobody to my knowledge has made anything beyond the simplest stuff with it.

y


(cloudscapes) #4

I had tried Tempest a while back, agree with ydnar. Flashy gimmick. For one thing it requires you to unpack pak0.pk3 which causes “invalid game folder” errors in urban Terror. And mapping-wise it didn’t seem to have anything new. It’s mesh–>brush conversion was debatable. And it’s just a slower heavier interface which took 10 times more RAM and HD space than radiant. :slight_smile:

Radiant, Q3MAP2, and ASE models for anything too complex for brushwork adn you’re in business.


(Browser [ICE]) #5

First thing :


Ok, I know you guys may have used or not Tempest and don’t like it or have heard only but bad things about it. I understand you guys.

But, I am a GMAX forum moderator so I am obligated to support Tempest (just like the moderators of Q3MAP2 which aren’t the creators of it but are supporting it in a way).

Also, I know the limitations of Tempest and frankly it pisses me off BUT I’m working on it. I am even discussing with Discreet about it and even looking into using Tempest for any Quake-3 MODs. It may not be all done for the next month (working part time on this) but at least it will be AN IMPROVEMENT for Tempest.

There are also other up coming things about Tempest which I am not allowed to discuss.

So, honnestly I understand your opinions. Most of the times, a brand new product has flaws right from the start …

Now that being said, let’s just drop the Tempest subject and concentrate on the reason of my post.


I’ll look at abbey.shader to see if there is an error. If not, any other suggestions ? Would the error found be a minor one that would normaly have no impact on Quake-3 ('cause it’s a MOD’s shader that works) ?

I am still using an old version and I’ll update it tonight (after work).

Thanks guys.