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Custom radiant + noOb compiler

Maps and the process of creating them

Re: Custom radiant + noOb compiler

Postby TittenIgnition » Feb 23rd, '17, 3:29 pm

Le another black niger wrote:Performed some txt search in le log:

* don't disable aero by default; -aero command line option disables one
* shift + m2 drag: rectangular toggle selector
* preference: Left mouse click tunnel selector (def = yes)

Also i recommend help->mouse shortcunts
or moving pictures, if can't read:
https://www.youtube.com/watch?v=6mU5VyDmxlo

haha, I mis-read what you said about aero... :(

The other two, I guess I was just too lazy to actually look. I figured it would be hidden away somewhere, not easy to find. I'll look for a solution for my next problems before asking for help. Thank you.
wtf i have a signature?
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Re: Custom radiant + noOb compiler

Postby SlugWobblerBumbleChops » Feb 26th, '17, 4:23 am

Getting a very repeatable crash whenever I try to merge lots of bmodels using entity->regroup.

To duplicate - make lots of seperate bmodel entities (e.g. in my case, my quake 1 map is full of func_detail entities which I wanted to consolidate a bit to make it easier to select and hide them).

Try selecting ten or more of these entities and then merging them with regroup. If that doesn't crash it, select more until you get the crash.

For me though it has crashed sometimes with a lot less than ten selected.
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Feb 26th, '17, 9:06 am

Hm, i'v just tried that with ad_swampy.map a few times
474 func_details, containing 11526 brushes
(select brush, shift+a, regroup)
and no error :think:
May be you are doing it in some special way, or config is different?
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Re: Custom radiant + noOb compiler

Postby SlugWobblerBumbleChops » Feb 26th, '17, 2:33 pm

Le another black niger wrote:Hm, i'v just tried that with ad_swampy.map a few times
474 func_details, containing 11526 brushes
(select brush, shift+a, regroup)
and no error :think:
May be you are doing it in some special way, or config is different?


Ok, I've just tried doing it in huge maps like swampy and zendar, and I can't dupe the crash there either.

The "solution" I found in my map was to select just pairs at a time, regroup, unselect, select another pair, regroup, unselect, select another pair...and so on and so forth...until everything had all become merged in the end.

I'll let you know if it starts happening again and if I have a 100% reproducible example.
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Feb 26th, '17, 3:35 pm

100% reproducible example might not exist
I met obscure way to get random crashes with used nodegraph scheme before (in fact was coding mistake, but not explicit at all)
Was use-after-free or use-after-reallocation type of error, so the data was still there in most of cases
Some example, reproducing it from nth try would be nice!
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Re: Custom radiant + noOb compiler

Postby SlugWobblerBumbleChops » Feb 26th, '17, 3:57 pm

No worries, I'll let you know if I have any new info about it.

Different topic...How hard would it be to introduce a simple layer management system, where layers are specified by a special entity key/val....?

My proposal would be:

Add a special key to any entity: "_layer". You then give this key any value you want, let's say for example "west_dungeon"

There is then a checked list box which you can display, with a list of all the unique "_layer" values it finds in your map, and you just use the checkboxes to hide/unhide all the associated entities...
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Feb 26th, '17, 6:53 pm

I dream about actual (non entity based) layers system
This is not very easy, but worthy
Entity based one has some limitations: have to use entites, can't assign primitive in entity to multiple layers
You are able to do quite a lot atm tho: shift+a selects entites with equal keys, if entity inspector is shown and key is selected.
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Re: Custom radiant + noOb compiler

Postby SlugWobblerBumbleChops » Feb 26th, '17, 7:56 pm

Le another black niger wrote:You are able to do quite a lot atm tho: shift+a selects entites with equal keys, if entity inspector is shown and key is selected.


Oh my god that solves the problem perfectly! Never knew about that feature! Sorted :)
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Re: Custom radiant + noOb compiler

Postby SlugWobblerBumbleChops » Feb 28th, '17, 9:32 pm

Quake1 mode: Is there an option to specify the folder where the editor looks for the .wad files?

My id1 folder is a mess and i'd prefer to keep my wads somewhere else...
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Re: Custom radiant + noOb compiler

Postby Le another black niger » Mar 1st, '17, 8:02 am

games\q1.game
basegame="id1"
normally it looks here and in mod directory, if configured
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