Q3Map 2.5.4 - Unification


(Charmin Deluxe) #21

ok now its all ok :slight_smile:


(FSF-Moses) #22

@ydnar:
Those two test versions for Q3Map2 2.5.5 test 1 and 2, can they be used when you have 2.5.4 installed or should I wait until you release them.
I’m asking you this because to refer to some to use the latest test-version of 2.5.5.
What are the advantages against 2.5.4 and do I need some things to do before I use the latest test version?

Thanks


(ydnar) #23

The most recent test builds contain some fog & lighting fixes, the -lomem switch, and are generally more hip with the ladies.

I anticipate releasing the “final” 2.5.5 build with Enemy Territory support.

y


(Tigris) #24

Geez, you don’t run out of extra-option do you?
-hipWithTheLadies 2 (Default 1) :wink:


(ildon) #25

i havent visited this forum in a while so i actually believed the line about q1 support at first :frowning:
it’s been a long time since april 1 :wink:

i think that’s the first time i’ve ever been tricked by an april fools joke.

… and it’s may 29th.


(wudan) #26

ydnar, what are the main differences in Enemy Territory BSP format? I noticed that the lightmaps were in subdirectories under the maps folder, are the differences only with lightmaps? I was able to compile and test a map with a kludged together setup for Enemy Territory, and compiled with -game wolf (because the BSP version number hasn’t changed, this compile option worked). It crashes when I load a map that is supposed to have lightmaps - Do I just need to extract them?


(Hewster) #27

I’m sure those are not the full extent of the lightmaps in the folder ?
I guess that they are additional lightmaps, for when things are
constructed ?

I would also guess that q3map2 will do 2 compiles (or part compiles)
to calculate the shadows of the constructables ?

Maybe Ydnar can shed some light (hehe) or perhaps we’ll just have to
wait till the tools are released :slight_smile:

Hewster


(wudan) #28

If ever he was in the IRC when I was in, I could ask him.

I do know a few things, but gee whiz it would be nice to talk with the Q3Map2 God himself.


(U.S.S. Speed) #29

Would it be possiblet to have a sky with a foghull? Pleeeeeease! :smiley:

Dunno. Set a “height” to the fog so sky right above you is visible.


(Emon) #30

I think you can use foghulls with a brush, can you not?


(jetscreamer) #31

may i quote you on that, for our readers? :slight_smile:

wudan Posted: 02 Jun 2003 20:32 Post subject:

If ever he was in the IRC when I was in, I could ask him.

I do know a few things, but gee whiz it would be nice to talk with the Q3Map2 God himself.


(wudan) #32

Our readers? Hmm…

I haven’t been to the SD IRC for a while now, I popped in the other day to ask a Q, I know that pre-ET-release I’d seen ydnar in there a few times, but I’ve not seen him 'round since.

Not a huge issue, there’ve been tons of improvements to Q3Map2 since that post, it really feels like I couldn’t want Q3Map2 to do anything more.


(Makro) #33

Finally got to try the latest q3map2 version, everything seems to be working perfectly now. Thanks a lot ydnar for all your hard work. :slight_smile: