downloading more than 3 times would be suffice. The only way for a map to be corrupt when downloading is if your connection was failing.
It's possible that DirectQ is more particular about buggy maps, than other engines. Though, I can load the map up just fine in all engines, (including DirectQ, even ezQuake!), in singleplayer.
besides DirectQ wont connect to yayowave anyways...
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Elder
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yah i dunno i cant even open it as a single player map while im not online.....maybe try to e-mail ur version to me [email protected]
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WELL downloaded map about 600 times tried to connect to server for over an hour..i guess you guys are never gonna warp it. FOK THIS
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ive downloaded map from quakeone.com/qrack/maps/elder.bsp and i cant connect...keeps saying i have wrong version number of map
note: ive dl's twice from this thread and twice from parent directory...i still havent seen what the map looks like
another note: might have to do with the textures loading in directq
Host_Error: Mod_LoadBrushModel : elder.bsp has wrong version number:
(1329865020) should be 29 or 30
this isnt the first map iv'e has troubles w/ eitherLast edited by smokey; 04-11-2011, 12:48 PM.
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Map is at : http://www.quakeone.com/qrack/maps/elder.bspOriginally posted by R00k View PostOh now, I went and did another E4M3 remix!
This is version 0.99, I just spent the last 4 hours straight reorganizing the map for an even ctf game. http://www.quakoene.com/qrack/maps/elder.bsp
test it out on yayowave.quakeone.com warp option 11(custom), map 5 Elder.
The textures are screwed up, because I rotated the portions of the map that i duplicated. Not sure how to fix this except erase all the textures and rebind em. But for now I'm just putting this version up for user feedback!
Edit: mid is kinda fps killer, but if you use r_simpleitems 1 it seems to help alot. i need to optimize the open area...
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Select all brushes with weird textures on them in an editor, go to the Surface manager or whatever it is, and where you align the textures, click Natural or Axial.
... Also you could have used Texture Locking while rotating to avoid this, I think.
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