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October 19, 2001 - Thanks.

I just wanted to say thanks to all the folks who mailed me and offered advice about different things I could try. Some people pointed out that I hadn't tried TXQbsp, which comes with quark, but unfortuanely that doesn't quite work either (problems seem the same as those with WQbsp). Right now I'm having a look at the Qbsp source myself to see if there's anything I can do there. Time will tell...

October 7, 2001 - QBSP still bites.

Not much to report... since I took a whole month away from the editor. I took another stab at getting something done last night - no luck =(. I'm sure I will finish the map eventually, but it's going to be a fight all the way. If anyone wants to volunteer and apply some numerical analysis skills to the algorithms in qbsp (which I think must have some serious problems), then please do and let me know.

Single Player Mappage (With fatal errors...)
TreeQBSP v1.62 by Greg Lewis.  Source supplied by John Carmack.

Input file: sp4_78e.map
Output file: sp4_78e.bsp

---- LoadMapFile ----
*** WARNING 06: No info_player_deathmatch entities in level
        23806 faces
         3936 brushes
          252 entities
           85 unique texnames
         1477 texinfo

Processing hull 0...
---- Brush_LoadEntity ----
         3894 brushes
---- CSGFaces ----
        23555 brushfaces
        64454 csgfaces
        16494 mergedfaces
---- SolidBSP ----
        24036 split nodes
         9957 solid leafs
        13430 empty leafs
          650 water leafs
        44817 leaffaces
        40978 nodefaces
---- Portalize ----
*** WARNING 12: New portal was clipped away in CutNodePortals_r
        14080 vis leafs
        43406 vis portals
---- FillOutside ----
         5728 outleafs
---- MergeAll ----
        11007 mergefaces
---- SolidBSP ----
         7519 split nodes
         3777 solid leafs
         3511 empty leafs
          232 water leafs
        18743 leaffaces
        15241 nodefaces
---- Portalize ----
         3743 vis leafs
        12042 vis portals
---- MakeFaceEdges ----
---- GrowRegions ----
Processing hull 1...
Processing hull 2...
*** WARNING 08: Point (-2976.000 384.000 -1024.005) off plane by -0.1289
*** WARNING 08: Point (-3024.000 304.000 -1023.992) off plane by -0.1021
*** WARNING 08: Point (-3024.000 240.000 -1023.981) off plane by -0.0806
*** WARNING 08: Point (-2960.000 240.000 -1023.981) off plane by -0.0806
*** WARNING 08: Point (-2912.000 288.000 -1023.989) off plane by -0.0967
*** WARNING 08: Point (-2912.000 378.576 -1024.004) off plane by -0.1270
*** WARNING 08: Point (-2925.068 384.000 -1024.005) off plane by -0.1289
*** WARNING 10: Reached occupant at (-1696 1216 -1080), no filling performed.
Leak file written to sp4_78e.pts
---- WriteBSPFile ----
         4909 planes        98180
        18581 vertexes     222972
         7662 nodes        183888
         1477 texinfo       59080
        15411 faces        308220
        27093 clipnodes    216744
         3874 leafs        108472
        18913 marksurfaces  37826
        61041 surfedges    244164
        40042 edges        160168
           85 textures     831644
              lightdata         0
              visdata           0
              entdata       19204

390.580 seconds elapsed
Bytes used: 35761135

August 4, 2001 - ...

Ok, this map is really driving me nuts...

TreeQBSP v1.62 by Greg Lewis.  Source supplied by John Carmack.

Input file: sp4_76a.map
Output file: sp4_76a.bsp

---- LoadMapFile ----
*** WARNING 06: No info_player_deathmatch entities in level
        23769 faces
         3930 brushes
          252 entities
           85 unique texnames
         1477 texinfo

Processing hull 0...
---- Brush_LoadEntity ----
         3888 brushes
---- CSGFaces ----
        23518 brushfaces
        57053 csgfaces
        16698 mergedfaces
---- SolidBSP ----
        24528 split nodes
        10180 solid leafs
        13652 empty leafs
          697 water leafs
        45349 leaffaces
        41553 nodefaces
---- Portalize ----
        14349 vis leafs
        44164 vis portals
---- FillOutside ----
        5795 outleafs
---- MergeAll ----
        11318 mergefaces
---- SolidBSP ----
         7596 split nodes
         3792 solid leafs
         3559 empty leafs
          246 water leafs
        19069 leaffaces
        15509 nodefaces
---- Portalize ----
         3805 vis leafs
        12229 vis portals
---- MakeFaceEdges ----
---- GrowRegions ----
Processing hull 1...
Processing hull 2...
*** WARNING 10: Reached occupant at (-192 928 -384), no filling performed.
Leak file written to sp4_76a.pts
---- WriteBSPFile ----
         5200 planes       104000
        18853 vertexes     226236
         7739 nodes        185736
         1477 texinfo       59080
        15679 faces        313580
        31630 clipnodes    253040
         3936 leafs        110208
        19239 marksurfaces  38478
        62010 surfedges    248040
        40784 edges        163136
           85 textures     831644
              lightdata         0
              visdata           0
              entdata       19204

411.510 seconds elapsed
Bytes used: 41331559

July 27, 2001 - Operation: Urth Majik Released!

I think the title up there says it all, Operation: Urth Majik has been released!

Operation: Urth Majik is a new single player episode for Quake. It's the creation of Fat Controller, Tronyn, Apollo and myself. Check out the home page for more details and a download.

I had planned to release my new single player map today, but (as usual) things went amiss right at the end. QBSP insisted on spewing out silly inconsistant errors at random stages of the compile process. After much trial and error I discovered the section of the map that was causing the problem, but the only way to fix it seemed to be to redo the whole section from scratch! So that's what I did, and now the compiler has settled down again. Now I've got to redo the lighting and fix all the entity placements before it'll be ready. I reckon a couple of days should do it. Early next week I should be done I think.

It's been an interesting month, lots of stuff happening, largely thanks to the Quake Expo being on. Make sure you pay the site a visit and have a browse through the booths because there's loads of stuff worth checking out. My booth is right here.

June 4, 2001 - Bits 'n' pieces...

After far too long, I've released a minor update to TyrLite which fixes a problem people were having using the color key in entities other than lights. Specifically, the program would exit if you didn't have three values in your color field. Some custom entities such as the popular force-field code use a single color value, so I have reduced this to a warning. Don't bother updating unless you are affected by this.

Last month, to go along with the screenshot I released here, I uploaded a set of three screenshots to Pipeline . Pipeline is a new site where map authors can upload screenshots of their work in progress so that interested Quakers can check out "What's in the pipeline...". I was holding off posting the info here while the site got some testing, but it looks pretty stable now so go check it out! You can get directly to my screenshots here, here and here.

May 4, 2001 - Quiet times

First of all, this is something I've got in the works...

More Single Player Mappage

Also, something called "QExpo" is happening in the week (and a bit) from July 20th - 29th. The idea is to revive a bit more interest in the good old Quake. Here is a description of the original idea, and over here is a discussion board where most of this is being organised.

Shambler has decided to run a mapping contest to see who can make the best "natural terrain" based map. Basically you have to make a map which is at least 75 percent natural terrain as opposed to man-made structures. Check the TeamShambler news page for more details (look for news posted on Tuesday, May 1st).

February 26, 2001 - OUM Looms...

So what's happening?

Well, OUM is on the final stretch. No really, I mean it this time... Tronyn, Fatty and myself all agreed to aim for a release by the end of February, which it looks like we're going to miss, but it did cause us to stir things up quite a bit. There's only a few little bits that need finishing now. The first three maps as well as the penultimate map and the finale are all done, barring a couple of tweaks here and there. Speedy is supposed to be sending a beta of the forth map any second now, and that will complete the set. Five full maps, plus a smaller start and finish map. Not too bad.

As to other matters, they haven't really progressed since all my mapping time is focused on OUM right now (and so it should be!). I haven't invesigated any further the skip bugs which I mentioned in my December update. DM map nuber six is still sitting on my harddrive awaiting some lighting and other bits of polish. It should see the light of day pretty soon after we get OUM done.

And if you haven't seen it already, check out the footage of Carmack's next engine running on the GeForce3. If you just saw the screenshots, then you haven't seen anything. The real impressive stuff is when you see it all moving. It's got some bloody amazing dynamic lighting - just check it out. Mappers will be impressed! Click here for the zipped ASF file (~13MB) or click here[1] for a higher quality MPG version (~25MB).

[1] Hmm, that second link seems unresponsive as I type this, but I'll leave it there in the hope that it'll start working again.