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Help a brother out?
https://www.quake3world.com/forum/viewtopic.php?f=10&t=51183
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Author:  VolumetricSteve [ 07-02-2015 08:21 AM ]
Post subject:  Help a brother out?

I need a reference test map to see if I can cleanly exit the BSP phase of compiling and I'm reluctant to open netradiant up at work as I imagine I'll have to explain in greater detail to my immediate supervisor what q3map2 is for. In any event, if someone could post the .map code for a single cube with a info_deathmatch_start clearly in the middle of the cube, that'd be much appreciated.

For some reason, I'm getting map leaks on a map I know compiles just fine in other systems. (the map from Ghost's Q3map2 benchmark)

Author:  Fjoggs [ 07-02-2015 11:44 AM ]
Post subject:  Re: Help a brother out?

This is so small I'll just post the .map as code. Copy paste it into a text file and rename it to whatever.map.
This is a 256x256 cube, hollowed, containing a single info_player_deathmatch in the middle.

Code:

// entity 0
{
"classname" "worldspawn"
// brush 0
{
( 256 256 256 ) ( 256 0 256 ) ( 0 256 256 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 0 256 64 ) ( 256 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 256 256 0 ) ( 256 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 0 64 ) ( 256 0 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 256 0 ) ( 0 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 256 240 ) ( 256 0 240 ) ( 256 256 240 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
// brush 1
{
( 256 256 256 ) ( 256 0 256 ) ( 0 256 256 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 0 256 64 ) ( 256 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 256 256 0 ) ( 256 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 256 0 0 ) ( 0 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 256 0 ) ( 0 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 240 0 ) ( 0 240 64 ) ( 256 240 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
// brush 2
{
( 256 256 256 ) ( 256 0 256 ) ( 0 256 256 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 0 256 64 ) ( 256 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 256 256 0 ) ( 256 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 256 0 0 ) ( 0 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 0 64 ) ( 256 0 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 240 0 64 ) ( 240 256 0 ) ( 240 256 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
// brush 3
{
( 256 256 64 ) ( 0 256 64 ) ( 256 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 256 256 0 ) ( 256 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 256 0 0 ) ( 0 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 0 64 ) ( 256 0 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 256 0 ) ( 0 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 256 16 ) ( 256 0 16 ) ( 0 0 16 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
// brush 4
{
( 256 256 256 ) ( 256 0 256 ) ( 0 256 256 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 256 256 0 ) ( 256 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 256 0 0 ) ( 0 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 0 64 ) ( 256 0 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 256 0 ) ( 0 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 16 0 ) ( 0 16 64 ) ( 0 16 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
// brush 5
{
( 256 256 256 ) ( 256 0 256 ) ( 0 256 256 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 256 256 64 ) ( 0 256 64 ) ( 256 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 256 0 0 ) ( 0 256 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 0 64 ) ( 256 0 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 0 0 0 ) ( 0 256 0 ) ( 0 0 64 ) common/caulk 0 0 0 0.5 0.5 0 0 0
( 16 0 64 ) ( 16 256 0 ) ( 16 0 0 ) common/caulk 0 0 0 0.5 0.5 0 0 0
}
}
// entity 1
{
"classname" "info_player_deathmatch"
"origin" "128 128 128"
}


Author:  VolumetricSteve [ 07-02-2015 12:07 PM ]
Post subject:  Re: Help a brother out?

Thank you! It worked, so my compiler seems ok...but for some reason I can't compile the benchmark level without it leaking. Not sure what's going on.

Author:  VolumetricSteve [ 07-02-2015 06:29 PM ]
Post subject:  Re: Help a brother out?

I think I found a bug in q3map2 2.5.17n. The map from the benchmark Ghost put together doesn't build in this version of q3map2, but it builds fine with the one it came with...2.5.11

.....Didn't expect this...

Author:  obsidian [ 07-04-2015 06:42 AM ]
Post subject:  Re: Help a brother out?

If you find any bugs or wish to contribute bug fixes, this would greatly benefit everyone....

https://github.com/ttimo/gtkradiant

Author:  VolumetricSteve [ 07-04-2015 04:38 PM ]
Post subject:  Re: Help a brother out?

I'll absolutely report it. I need to test it one more time because it was a pain in the ass to reproduce but I got it to happen in Cray's linux, Arch linux and Windows 7 64-bit...so I'm just about as sure as I can be that it was q3map2, though it was 2.5.17n from the netradiant package. Should I still report it to the Gtk one?

I have a suspicion of what it is too, I looked at the line file and it pointed to a section where a few non-drawn brushes were...some do-not-enter and some other stuff perfectly overlapped eachother. When I threw my incredibly unoptimized and vastly more complex Razztazzmagoria map at it, it was fine. I'm guessing it wasn't ordering those brushes correctly to determine where the hull of the level was.

Author:  obsidian [ 07-07-2015 05:49 AM ]
Post subject:  Re: Help a brother out?

Try downloading the one from the GtkRadiant site and see if you can reproduce it with that version.

Author:  VolumetricSteve [ 07-08-2015 09:27 AM ]
Post subject:  Re: Help a brother out?

I can't build GtkRadiant on our system here, no Scons and when I try to use it from my home directory it does something I don't have the rights to do and kills my session. Just had a friendly chat with the security guy about that. I'll give that a shot at home.

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