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