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DarkBASIC Professional Discussion / [LOCKED] Fed up of this useless bsp system

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Terabyte
23
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Joined: 28th Dec 2002
Location: UK
Posted: 16th Sep 2003 21:54
We have an alien compo deadline of december to meet.
I have had enough of bsp and its hundreds of multiplying bugs!

Nevver mind missing collision. How abomut maps that when loaded are fubar.
Cshop is always crashing. So i cant make a decent .x level.

Are we going to see a bsp bug fix some time during the compo. (preferably 24 hours before the deadline) or are we all going to have to submit laggy .x levels.
no bsp editor is really holding things up for me.

I want to know when a bsp fix is going to be released.

thx

>>TerraByte. Putting the Byte back into Terragramming<< Life is like a sheet sandwich you take a bigger piece everyday.
Terabyte
23
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Location: UK
Posted: 16th Sep 2003 22:15
I temporarily withdraw my statement while i download patch 5.1b

>>TerraByte. Putting the Byte back into Terragramming<< Life is like a sheet sandwich you take a bigger piece everyday.
CattleRustler
Retired Moderator
22
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Joined: 8th Aug 2003
Location: case modding at overclock.net
Posted: 16th Sep 2003 22:38


-RUST-
Richard Davey
Retired Moderator
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Location: On the Jupiter Probe
Posted: 17th Sep 2003 00:27
TerraByte - I'll post my source to the codebase tomorrow that was used to test all of the official Q3 levels with.

Cheers,

Rich

The sky above the port was the colour of television, tuned to a dead channel.
Your brain's just like any other appliance: it works better if you plug it in...
Terabyte
23
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Joined: 28th Dec 2002
Location: UK
Posted: 17th Sep 2003 00:57
i made mine with half life and zoners compile tools. this time i made them using cshop and the pvs-bsp level exporter. It is the laggiest level i have ever used (cshop and x-bsp) and the valve one just didnt appear. and yes i have checked for leaks an the image files and everything is fine. Can cshop export bsp's direct. x-bsp converter doesnt do a very good job

>>TerraByte. Putting the Byte back into Terragramming<< Life is like a sheet sandwich you take a bigger piece everyday.
Rob K
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Location: Surrey, United Kingdom
Posted: 17th Sep 2003 01:31
TerraByte, please give specific error messages and circumstances under which bugs occur if at all possible, as that will make it more likely that any problems will be fixed.

CShop bugs should go in the CShop forum as the author is more likely to see them there.

Mike is in the process of writing a new X > BSP compiler, initial tests show it to be much better and far more tolerant of errors in files.

I think this is a system issue, personally BSPs work fine here, but several others have reported some serious problems with them.

DrakeX
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Posted: 17th Sep 2003 04:39 Edited at: 17th Sep 2003 04:45
man i messed up the whole joke..

move along, don't worry about this post.

stop looking at me!
Terabyte
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Location: UK
Posted: 17th Sep 2003 20:19
"Q3 levels with."
im not using Q3. im using half life made with valve hammer.. im trying to use cshop but i cant see how i export as bsp. (does anyone know?) at the moment im using export as x then convert to bsp using a separate package (x-bsp converter).

Rob i said it crashed. when a program crashes it means there is no message given. it frezes looses the restore icon and says not responding and then closes and gives a dum ass error report that i can be bothered to send and then procedes to give me 10% more lag than i started off with.


oh well.....
"Mike is in the process of writing a new X > BSP compiler"
whens it out

i will try thatr source anyway rich thanks

>>TerraByte. Putting the Byte back into Terragramming<< Life is like a sheet sandwich you take a bigger piece everyday.
M00NSHiNE
22
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Location: England, UK
Posted: 17th Sep 2003 20:26
Are there any .X >.BSP converters curently available, and if so where from?

"It's amazin' what you can do with a computer and access to t'internet"
Terabyte
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Location: UK
Posted: 17th Sep 2003 23:23
It comes with dbpro.
Look in the tools folder. START.EXE

>>TerraByte. Putting the Byte back into Terragramming<< Life is like a sheet sandwich you take a bigger piece everyday.
M00NSHiNE
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Location: England, UK
Posted: 17th Sep 2003 23:39
Thanks, but I'll have to wait until ive bought it first!
Cheers.

"It's amazin' what you can do with a computer and access to t'internet"
Neophyte
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Location: United States
Posted: 18th Sep 2003 09:35
@Rich

" I'll post my source to the codebase tomorrow that was used to test all of the official Q3 levels with."

Umm...I think you forgot to post it.

You were referring to here right?http://darkbasicpro.thegamecreators.com/?m=codebase_list
Terabyte
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Posted: 28th Sep 2003 02:04
well???!!!

ive been waiting for the code to come out.. i cant see it? select world from the drop down list and nothings there? rich? wheres the code

>>TerraByte. Putting the Byte back into Terragramming<< Life is like a sheet sandwich you take a bigger piece everyday.
CloseToPerfect
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Posted: 30th Sep 2003 02:20
is the code in the code base, I can't find it. I tried a search for bsp, but nothing came up. Really like to learn this.

thanks, ctp
Neophyte
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Posted: 30th Sep 2003 03:11
@CloseToPerfect

"is the code in the code base, I can't find it. I tried a search for bsp, but nothing came up. Really like to learn this."

It appears not. But if its any comfort, you're not alone in this. I've tried everything I can to get bsps working in DBPro and nothing works. I've even sent a email through their support form over a week ago and I still haven't received a response.

I think Rich has gotten caught up in getting the Alienware constest registration system on-line or something and has forgotten about it.
Terabyte
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Posted: 30th Sep 2003 22:38
rich we are and have been waiting for that code or at least a response (tries not to get too pissed off) (attempt to smile)

the architect
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Posted: 30th Sep 2003 23:03
Terra byte
I use Q3 levels, Quarke 6 .

I can create my own levels with lighting, my own textures etc

I have found the only real fault is I fall through the floors! At the moment this is my only DBPro gripe!!!

It's enough to make you wonder if your on the right planet!!! or
Get it straight! War breaks out and nobody shows up!!!
Terabyte
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Posted: 30th Sep 2003 23:23
bah... q3 tried it didnt understand how to use it Crappy IDE etc..

Terabyte
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Location: UK
Posted: 4th Oct 2003 05:09
come on rich im still waiting for that code... and im running ut of ideas for crappy 5 minutes windows applications in delphi7. My last one was a cd ejector... its very sad... so please tell us where the code is before i start making an instruction manual for it!

The following threads and their accompanying sound tracks are protected by copyright and any broadcast public diffusion, copying and edditing are etc... etc.. you may not complain about my Typo's
Disco Stu
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Location: Australia
Posted: 4th Oct 2003 05:21
Hey everyone,
I use Q3radiant version 1.2.3 with Quake3 as its base game to develop on. Seems to work fine for me.

@ the architect: I think if you set the command set bsp collision threshhold too high (for me anything over 0.09) then you seem to fall through the level until you hit the very bottom.

Setting it to 0.01 seems to work well, but I hate the fact that at 0.01 you still slide backwards even on tiny slopes. An example of this is trying to walk up a simple ramp, you slide back down as soon as you stop moving.

Another thing is that its very difficult to get stairs working, they have to be very low to the ground if you want to be able to move up them.

A general question: has anybody tried getting prefabs to load in their levels yet? I know curves are out of the question but I'm guessing the if you have the prefab file in you pak file along with the level there may be a chance it'll work.

Any source Rich puts would be a lot of help.

"Maybe if you ain't so good, I ain't so bad."--Tony Manero to Stephanie (Karen Lynn Gorney)
Neophyte
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Posted: 4th Oct 2003 06:30
@TeraByte

Heres the source Rich(I think) gave me when I emailed them through their support form. You have to change the path to where ever you installed Quake 3 on line 26. Other than that there is no other modifications you have to use to get it to work. Just cut and paste.
APEXnow
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Location: On a park bench
Posted: 4th Oct 2003 11:08 Edited at: 4th Oct 2003 11:09
TeraByte, Listen, why don't you email him at [email protected]. If you ask him nicely mate, I'm sure he will send you a link or the code, I mean, he is rather busy at the moment.


Terabyte
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Posted: 4th Oct 2003 13:39
neophyte... cheers


apex: i would except hes blocked me on msn which i cant understand cus the last conversation with him was happy birthday (according to my chat loges). and email just doesnt seem to get a response either. and as he said he would post code up on the forums i think the best place to remind him if he forgets is on the forums

"rather busy "

oo oo oo doing wat is there somet new coming out

The following threads and their accompanying sound tracks are protected by copyright and any broadcast public diffusion, copying and edditing are etc... etc.. you may not complain about my Typo's
Terabyte
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Posted: 4th Oct 2003 13:46
Will that quark code work with HL games? Do you have to have quake to make bsp levels in quark?

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M00NSHiNE
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Location: England, UK
Posted: 4th Oct 2003 19:00
I thinks its only fair that we cut TGC some slack, after all theres bugs a plenty to sort out and mithering Rich for code wont get you anywhere fast. Lets just hope update 6 sorts out your problems.

"It's amazin' what you can do with a computer and access to t'internet"
Terabyte
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Posted: 4th Oct 2003 19:36
@everyone whos having a go at me for asking code from rich

I have a problem with bsp. Quite simple problem It doesnt work!

Rich says it does. He said he would post up the code that proves that bsp does infact work.

He didnt (and still hasnt (ex .Neophyte's code)) done that yet.

Can you just tell me exactly what you tested.

Did you just get a load of maps straight out of the malflife pak file and test them
or
did you actually make a map in valve hammer editor and export it using Zoners Compile Tools and test that map.

I would be really intersted in EXACTLY how you did it.

I just made a hollowed box. put the infoplayerstart entity in along with 1 light. Compiled and tested the map in halflife and so far it works (lights and shadows and everything)

I then tried the code posted by Neophyte and replaced the PAK name with a WAD name (like i used to when bsp used to work) and the BSP FILE NAME with map1.bsp

It didnt show up.

Now

EXACTLY what combination of making a bsp map did you test dbpro's bsp system with.

The following threads and their accompanying sound tracks are protected by copyright and any broadcast public diffusion, copying and edditing are etc... etc.. you may not complain about my Typo's
indi
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Location: Earth, Brisbane, Australia
Posted: 5th Oct 2003 03:36
take a look at how you constructed the post.

It has a negative connotation.
How do you expect to acheive what your trying to do with that attitude.

Have u read this indepth article pertaining to DBP and BSP or did u miss it?

http://www.thegamecreators.com/?m=forum_view&t=9319&b=3

http://www.lunarpixel.com
It's already tomorrow in Australia

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