1) info to console is not possible for q1 maps. In order for it to work you would have to turn build process monitoring on and that will break your compile. It will tell you that your compiler doesn't even exist, even though it does. If you would like to test this for yourself. Go to edit/preferences/[build] and check "enable build process monitoring" then try to compile a map. This was the ninja destruction of using the build menu for q1 compiling and it took me quite a while to figure it out.
2) what do you mean "when I mess up compiling"?
3) build info goes to junk.txt every time you build
4) it is not possible to even include junk.txt in the build menu because when you use the build menu Radiant automatically starts writing to junk.txt. So to open it in a build is to overwrite it and your system will tell you that it can't open it because it is in use anyway.
Re: #2 - really interested as to what you mean by that.
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virtuoso_q1 gamepack for NetRadiant
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in the virtuoso_q1.game when ever i mess up compiling the info gos to the junk text if it could show in the counsel in Radiant that would be nice. this is how it works for q3 maps...
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I was actually thinking about attempting a kickstarter for this, but it would have to be handled very strategically. There are a lot of elements of this that are not my work (ex compilers, NetRadiant) and the end result would be free. The former is against kickstarter policy and the latter could be considered a "fund my life" project which is also against policy. There is much more that I want to do though, and maybe it all depends on how I word/present the project.
For instance maybe (just maybe) if I TC'd the Quake source (new source QC, models, etc) I could kickstarter the project under the premise that it is a new game source with accompanying creation tools and elaborate documentation. I'm not working for that reason, though. That was more of a bonus idea that I had to make all of this work more rewarding for me.
In reality, my goal isn't to make money. My goal is to attempt to pump interest and participation into a dying game from my childhood, by simplifying all the processes and elements that are necessary to create with it. My other goal is more of a consequential one. Through making these things easier, better documented and possibly even more robust, excellent authors like golden_boy may be able to incite more production from their tutorials. For instance, instead of their tutorials being something like this:
"Allow me to show you how simple it is to map in Radiant....and now that you have a completed starter map, let me attempt to explain to you the incredibly confusing methods for actually compiling that map. You only have to translate my bash scripts into batch ones and thereby learn an unrelated language..."
That is one spot where I believe it all falls apart. That is the spot where people lose interest cause now they have to be a programmer of sorts just to compile their work. I have hopefully eliminated that. I'm going to eliminate and simplify more stuff. I've also figured out a more strategic way to promote participation in this.
...and of course I have my "candy" elements, like making it possible to map with a game controller, which btw doesn't suck at all. It condenses all the kb shortcuts into a much more comfortable hand position, eliminates the entire unused portion of the keyboard, removes the need for multiple devices, adds a "fun" factor and allows the user to relax in any position they like.
I'm not saying there are no cons. I'm saying there are a lot of pros and really, the only con I see is the mouse part is a little slower BUT once you play with the controller a bit and program the operations into your muscle memory, it is way faster than a keyboard, instant even. Your fingers are already where they need to be and you don't need to look down.
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@Mark - your signature is obnoxious bro
and you just keep making it longer and more spaced out. Suggestion
1) convert the text to size=1
2) pick line-breaks or "_" for separators instead of combining them
3) use "-NAME" right after the end of the line instead of putting the name on a new line.Last edited by MadGypsy; 09-05-2013, 07:35 AM.
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I'm sure M-G you could make cash doing this... just try to see what could be done with a "toy" in our days!
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Regardless of what any of you think I am looking for feedback wise. I NEED:
Win 7 - works
Linux (distro info) using wine - works
Win 8 - won't build, here's my error
HI, I'm a pro mapper - you should include these compile tools
Another pro mapper here - you should include these switches in your build menu for MAP1 compilers
Yet another pro mapper - did you know you can do q2/q3 map stuff with the -q2map switch in txqbsp. You might want to consider blah blah blah
I don't expect these answer today, but if I never make it clear that I need these answers then I certainly won't get them. Do you understand now, g_b and spirit?
Before you even say it - I'm aware this needs to be on func. This is an early realease and I am still polishing it. Imagine if I would have posted it on func first. I'd be getting laughed at for forgetting the "hlw mip" options in texturetypes. I'd like to make sure there are no completely stupid mistakes first. That's why I need the people (especially guests cause there are a lot) that are using this to give me feedback here.Last edited by MadGypsy; 09-04-2013, 12:21 PM.
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well i think the update did not stick for me cose i reinstalled and it seems to be working just as it should!
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Yeah you guys are right. I shouldn't compel people to give me feedback. Especially the massive amount of guests that never do. My bad. This is something that I need to know if it is working for more than just two people with a shitty out of date computer and OS.
You guys need to stop telling me what to do and derailing my threads with your negative opinions about my desire for feedback. That's what needs to stop. Use the PM feature for that shit. I read them and respond.
I am working on that.Another thing, consider making threads about this at other communities that use Radiant. Your project isn't fluff, it's actually interesting, so those communities might also be interested in it and it gets exposed to more people.
I have patience. My appeal was mostly to guests and I put it there now because I know it will be read off and on for months. I went to my Become a Quake Modder thread the other day and there were a bunch of guests. I haven't even written anything there in forever. I'm sick and fucking tired of "guests"! These mother fuckers need to learn how to participate! "Gimme all your knowledge and work so I can hit the road" is pissing me off!Patience!Last edited by MadGypsy; 09-04-2013, 11:53 AM.
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I have to agree with Spirit, and I think I said a similar thing earlier.
I am interested in this project, and read your posts (and your PMs), but I simply didn't have time recently to actively participate. I'm so busy recently that I can't keep my eyes open half of the time. Other people might have other reasons for not actively commenting.
I still intend to participate in the near future though.
Patience!
Another thing, consider making threads about this at other communities that use Radiant. Your project isn't fluff, it's actually interesting, so those communities might also be interested in it and it gets exposed to more people.
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NetRadiant is in active development so why not submit your improved q1 game thing to them? That would make it easiest for users.
You better stop caring about not everyone saying something about your work. It's soothing not to. See http://en.wikipedia.org/wiki/1%25_ru...ternet_culture) . Not everyone who looks at this thread will care at all about its contents.
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Hey guests, members, whomever you are. I see you coming here. Are you using this game pack? Is it working for you? Do you have a question or suggestion? A lot of work went into making all of this as simple as possible. Is it still too hard? Maybe you are a pro auditing me. Is there a better job that I could do? I'd sure like to know these things, especially in the guest sense.
Don't you think 2 years of following me around, using my work and learning from my tutorials that, it might be time you actually participate? Projects get better due to input. If you are relying on me to know everything there is to know, never make a mistake, consider and create the most productive possible solutions, all by myself, I would say that is a very unfair attitude/position/mentality.
If it wasn't for JD, my package would have one small but crucial mistake and the most starter piece of information, to get textures to appear in your map, would have never been addressed. You'd be left thinking my game pack is broken until I finally realized these things on my own, which may have been quite a while because, I am currently writing docs.
This isn't a rant, it is an appeal. An appeal for the same consideration that I granted you while I was employing all of my effort to make mapping about making maps and eliminating confusing "third party" and professional steps.Last edited by MadGypsy; 09-04-2013, 03:24 AM.
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JD brought it to my attention that he still could not get the textures to show up in his map. So I ran a test and figured out the problem. It has nothing to do with my gamepack (at this point) it all depends on what compiler you use.
if you are using hmap2 you can get away with this
Wad: id.wad
if you are using the map1 or xt compilers you have to write the full qualified path. I recommend doing it like this:
Wad: C:\Quake\Virtuoso\*.wad
that will use every wad in your virtuoso folder without you having to write each individually, but only the wad textures that you actually use in your map will be saved in the compiled bsp.
note: *.wad does NOT work with hmap2Last edited by MadGypsy; 09-03-2013, 10:57 PM.
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lol, you have to select a brush, open the entity inspector (press N) and add "id.wad" in the Wad: [id.wad ] field. That's standard for any map you make in Radiant. I had the same problem with the first map I ever made so, don't feel bad for not knowing that.
You can use more than one wad by separating them with a semi colon.
Wad: [id.wad;someother.wad;yetanother.wad]
using the txqbsp_RS builds (map1) you can even do this
Wad:[*.wad]
and it will just use every wad in the virtuoso folder.
BTW: the "RS" stands for rotate and skip. It's an upgraded bsp compiler that supports brush rotation and better skipping.
Also, just to give you a leg up. If you go to virtuoso_q1.game/compilers/map1/docs there is a file named read_how. That is Bengt Jardrups readmevis.txt. If you scroll way down it tells you a whole lot about options you can use in your map and in your build regarding light and vis. I straight-up recommend that you read that. things that start with -(minus) are switches that you can include in the build menu. Things that start with _(underscore) are options that you type into the key: field of the entity inspector.
For instance
entity inspector with a brush selected so you are modifying worldspawn
key: _sunlight
value: 250
build menu. note to people that think the below is wrong. It isn't if you are using my build menu. I threw -soft in there so to illustrate that more than one switch can be used at a time.
[light] -soft -sunlight 250Last edited by MadGypsy; 09-03-2013, 08:13 PM.
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it did run from the build menue and it worked well i only used the first build option... still not seeing the texcher in the wad thow... hear is the wad i use do we need to add bitmap to the texturetypes ?
https://anonfiles.com/file/a5dd58d66...86112d2fcd961d
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running the map and everything worked from my build menu, for you?
If so, checkmate, bullshit eliminated!
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sweet man ill give it one more go. it had no texchers but i compiled a map any way! it worked very well! im excited to play with this! thanks for taking the work out of building a quake map.
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