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  • Quake SMC Weather Help

    Hey guys, I'm running the latest DarkPlaces build, and the latest SMC packs which includes some weather ent files. I've followed the directions and edited the names of the files I want to use and placed them in my ID1/maps folder, the only files in there. When I start the game, any time it loads a map I get the following error in the console:

    Maps/e1m3.bsp Could not load texture "$Lightmap" (Frame:0) for Layer 1 of Shader "Z_Exit"

    ...and there are no weather effects present.

    Please help??

  • #2
    the errors you get have nothing at all to do with weather-files nor with the SMC.

    this has to do with using WebAngel's animated_reflecting_overload.
    the error is caused by WebAngel's shaders having multiple lightmap passes applied to the textures.


    the newer darkplaces builds from 2016 have better support for shader-files.
    earlier darkplaces builds ignored these errors because of incomplete support for shaders,
    but the newest darkplaces builds dont ignore the duplicate lightpasses, causing the errors you see.

    .

    seven has updated webangel's shaders to get rid of the duplicate lightmap passes:
    https://www.dropbox.com/s/hctn9xtwo3..._fix2.zip?dl=0

    just drop that shader in ID1/shaders and it will override the broken shader in the pk3
    .
    are you curious about what all there is out there in terms of HD content for quake?
    > then make sure to check out my 'definitive' HD replacement content thread! <
    everything that is out there for quake and both mission-packs, compiled into one massive thread

    Comment


    • #3
      Awesome information thanks for the quick reply bud! I'll try that fix out in just a bit... however, in the meantime would you be able to help me get the weather effects working correctly? I followed the instructions correctly to my knowledge in the "00 weather ent files" readme, edited the names of the type of weather out and any spaces and placed them in my maps folder...I just can't seem to get it to activate, nor can I get the game to output 7.1 using snd_channels 8 in the normal darkplaces.exe in console or in the config.cfg file (it just erases my variables unless it is in read-only)- however, I've yet to try using the SQL...which I'm wondering if that's the cause of both somehow...

      Comment


      • #4
        Make sure:

        * You're using SMC to enable effects
        * You .ent map files with weather effects
        * You have particle effects turned on. You may want to try this setting- "cl_particles_quality" "4"

        Comment


        • #5
          Thanks for the response, ender. I'd like to clarify a few things...

          * You're using SMC to enable effects
          - I simply dropped the .pk3 files into the id1 folder, and used the latest version of the smc_config.cfg, only changed the particles quality value to 4. However, I didn't enable anything in the game... or console for that matter.

          * You .ent map files with weather effects
          -I placed the appropriate .ent file with the desired weather effect (minus the additional wording in the filename) in a new maps folder. There are no other files at the moment besides those weather related .ent files. I also have the vispacked pak2.pak (and left it as that name) in my id1 folder (I think just for the dp pretty water)

          * You have particle effects turned on. You may want to try this setting- "cl_particles_quality" "4"
          -Should I be placing these settings along with the snd_channels 8 in either the autoexec.cfg, the config.cfg, or smc_config.cfg file?
          -Edit: I just noticed this was in the smc_config.cfg file and I had already changed the value to 4.

          Also, any more tips for surround sound support for 7.1? It just keeps outputting in stereo whether I put "snd_channels" "8" or "snd_channels 8" in the config.cfg file or the console in game. It also erases it out of config.cfg whether I put either of those commands.

          Is there any downside to using the included SQL executable instead of the original one in windows 10?
          Thanks crew!
          Last edited by SoulIntake; 01-25-2017, 07:05 PM.

          Comment


          • #6
            Originally posted by SoulIntake View Post
            Thanks for the response, ender. I'd like to clarify a few things...

            * You're using SMC to enable effects
            - I simply dropped the .pk3 files into the id1 folder, and used the latest version of the smc_config.cfg, only changed the particles quality value to 4. However, I didn't enable anything in the game... or console for that matter.

            * You .ent map files with weather effects
            -I placed the appropriate .ent file with the desired weather effect (minus the additional wording in the filename) in a new maps folder. There are no other files at the moment besides those weather related .ent files. I also have the vispacked pak2.pak (and left it as that name) in my id1 folder (I think just for the dp pretty water)

            * You have particle effects turned on. You may want to try this setting- "cl_particles_quality" "4"
            -Should I be placing these settings along with the snd_channels 8 in either the autoexec.cfg, the config.cfg, or smc_config.cfg file?
            -Edit: I just noticed this was in the smc_config.cfg file and I had already changed the value to 4.

            Also, any more tips for surround sound support for 7.1? It just keeps outputting in stereo whether I put "snd_channels" "8" or "snd_channels 8" in the config.cfg file or the console in game. It also erases it out of config.cfg whether I put either of those commands.

            Is there any downside to using the included SQL executable instead of the original one in windows 10?
            Thanks crew!
            Do you mean the SDL executable? That should use a SDL software renderer as opposed to OpenGL hardware renderer (making use of your video card). You should get better performance through the main executable, but feel free to test both.

            I just tried to enable surround sound myself and can't get it to work with my 5.1 speakers, or my 7.1 headset. Surround is working in Windows in general, but Darkplaces says:


            ^7S_Startup: initializing sound output format: 44100Hz, 16 bit, 8 channels...
            ^7SndSys_Init: using the Win32 module
            ^7Set primary sound buffer format: no
            ^7DS:CreateSoundBuffer Failed (-2147024809): channels=8, width=2, speed=44100
            ^7DirectSound failed to init
            ^7waveOutOpen failed
            ^7Wave sound failed to init
            ^7S_Startup: sound output initialization FAILED
            ^7S_Startup: initializing sound output format: 44100Hz, 16 bit, 6 channels...
            ^7SndSys_Init: using the Win32 module
            ^7Set primary sound buffer format: no
            ^7DS:CreateSoundBuffer Failed (-2147024809): channels=6, width=2, speed=44100
            ^7DirectSound failed to init
            ^7waveOutOpen failed
            ^7Wave sound failed to init
            ^7S_Startup: sound output initialization FAILED
            ^7S_Startup: initializing sound output format: 44100Hz, 16 bit, 2 channels...

            Comment


            • #7
              I cannot get Darkplaces to work with the snd_channels cvar, but this seems to work for me:



              snd_channellayout "0"
              snd_channels "2"
              snd_soundradius 2048
              snd_speed 48000
              snd_staticvolume 0.5
              snd_wav_partitionsize "4096"
              snd_spatialization_min "0.5"
              snd_spatialization_max "0.96875"
              snd_spatialization_max_radius "32"
              snd_spatialization_min_radius "8192"
              snd_spatialization_occlusion "3"
              snd_spatialization_prologic_frontangle "22.5"
              snd_spatialization_prologic "1"
              snd_spatialization_control "1"

              Comment


              • #8
                NEW EDIT: After placing the fixed shader file in the id1/shaders folder, I am still receiving the original error in the console as before. Did I do something wrong?

                Any more weather tips...I'm still not seeing anything on my end x_X

                Hey Ender...Have you tried setting your control panel audio settings to 16 bit at 48000 instead of 44100 for 5.1 or 7.1 audio? I noticed it tried to initialize at 44.1khz but I think the game outputs at 48khz at 16 bit natively. Might need to have it at 48khzx16bit to get multi-channel output as well as setting the number of speakers correctly in the control panel.

                Oh I didn't realize the SQL uses a software based renderer instead of my vid card. That sucks...

                And again, are you putting those settings in your config.cfg or autoexec.cfg?
                Last edited by SoulIntake; 01-25-2017, 10:03 PM.

                Comment


                • #9
                  16-bit 48k is set as the default on my headphones, and 24-bit 48k is set as the default on my speakers.

                  You can put the settings in either. Config.cfg gets replaced every time you run the game with your latest settings you might change via the console, in game menus, or autoexec.bat.

                  autoexec.bat basically just runs those commands at start-up in the console, which in this case, is updating your config.

                  Comment


                  • #10
                    Hey Ender, do I need to put quotes around all those commands to make them function and commas to seperate them, or can I just cut and paste the way you put them in the autoexec?

                    I tried 44.1khzx16bit and it didn't work either on my setup, still stereo Ill try you're pro-logic work-around in the meantime to give it some more dimension.

                    I'm still getting the same texture error, and no weather at all

                    Comment


                    • #11
                      As far as the texture error, did you download the fixed file above and delete the broken one?

                      Comment


                      • #12
                        check to make sure there is no progs.dat in your ID1 folder, as it will override the one from SMC

                        .

                        also, if you use a 64bit darkplaces, check if a folder My Documents/My Games/Darkplaces exists,
                        and if yes delete that entire folder

                        otherwise the configs there will override any configs present in your ID1 folder
                        .
                        are you curious about what all there is out there in terms of HD content for quake?
                        > then make sure to check out my 'definitive' HD replacement content thread! <
                        everything that is out there for quake and both mission-packs, compiled into one massive thread

                        Comment


                        • #13
                          Okay... there was a progs.dat file in my id1 folder...so I deleted that. Am I supposed to replace it with something or will the game just generate another one on next run?

                          There was no game folder in my documents or anything related to it.

                          Ender...as far as the textures go, I placed the new one talisa gave me in id1/textures, however... I didn't delete any old ones? Where is the texture that I should delete, I'm a bit confused

                          Comment


                          • #14
                            the pk3 from SMC contains its own progs.dat, so the game will use that progs.dat

                            .

                            you shouldnt have to delete any shader-files. the fixed shader-file has the exact same name as WebAngel's original shader,
                            so the fixed shader will override the original and the game will load the fixed shader instead of the old broken one

                            also, the shader-file should go into ID1/scripts, and NOT in ID1/textures
                            .
                            are you curious about what all there is out there in terms of HD content for quake?
                            > then make sure to check out my 'definitive' HD replacement content thread! <
                            everything that is out there for quake and both mission-packs, compiled into one massive thread

                            Comment


                            • #15
                              @Okay... there was a progs.dat file in my id1 folder...so I deleted that. Am I supposed to replace it with something or will the game just generate another one on next run?

                              lol

                              progs.dat IS the game. What you are referring to as "the game" is actually the engine. The engine can't just make up a game at the last second . Deleting progs.dat means you deleted all the game code. You can replace it like Talisa said but, this is not the best way to do this. A better way would have been to clone the main id folder, name it something else, replace the progs and simply use the commandline to start the game. Wrecking your virgin Quake install is not ideal.
                              http://www.nextgenquake.com

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