Just a test, can I post (can't seem to on the quark group)./...
tiglari@...
Jul 3, 2001 10:33 am
4099
When I have the red handles around any poly and i want to shear it in 2 dimensions (only one of the two viewports) most of the time it shears in the third...
off_by_two@...
Jul 4, 2001 12:25 pm
4100
This time some basic vector stuff, including dot and cross product. Next I'll probably do 'matrix operations', e.g. fun stuff you can do with matrix...
tiglari@...
Jul 6, 2001 12:07 pm
4101
I'm thinking of doing one for testing the 6DX map-writing, plus changes to how bp format gets written for Q3A. Does anyone have anything else on the boil that...
tiglari@...
Jul 8, 2001 12:56 am
4102
Did you read about the shearing bug, I posted? How about a fix on that? ... Message was: When I have the red handles around any poly and i want to shear it in ...
off_by_two@...
Jul 8, 2001 12:48 pm
4103
[On Sun, 08 Jul 2001 00:56:20 -0000, tiglari@... wrote:] ... Nope, not at the moment. -- /Decker - http://www.planetquake.com/quark - map-editor...
Decker
decker@...
Jul 8, 2001 5:35 pm
4104
What shape brushes are you getting this in? I played around some with simple & slightly distorted cubes, & didn't get any bad effects. ... in ... think...
tiglari@...
Jul 8, 2001 9:02 pm
4105
I perhaps unwisely set up a 'duplicators' section in the infobase some time ago; I want to update the contents & integrate it with the dup discussion in the...
tiglari@...
Jul 8, 2001 9:07 pm
4106
Hi, ... Nope. nothing to add. Andy...
Andy
andyvinc@...
Jul 8, 2001 10:01 pm
4107
Subject: Shearing bug Hmm I'm getting it also on normal cubes... It seems that it most often occurs on very small or flat brushes. (like 4*32*2 or something) ...
off_by_two@...
Jul 8, 2001 11:30 pm
4108
I haven't managed to get it yet, however I think it might be akin to the vertex-floating-off-grid errors which I have an evil suspicion are caused by QuArK's...
tiglari@...
Jul 9, 2001 7:12 am
4109
Does any game actually use floating point coordinates for their map- files? Quark allows placing planes on 5.6 or something like that and radiant only uses...
off_by_two@...
Jul 9, 2001 10:12 am
4110
Some games' Official tools read them (Sin, forex), most don't. The reason that face threepoint definitions (which are not the same as vertexes) are normally...
tiglari@...
Jul 9, 2001 12:40 pm
4111
... What a stupid idea! Map designers can fix nearly identical plane bugs easier than they can fix problems introduced by every brush the map having it's...
Seth Galbraith
sgalbrai@...
Jul 9, 2001 4:19 pm
4112
I tend to agree with you, tho the contrary conclusion, that John Carmack goofed, does have some inherent implausibility of its own. At any rate machines are...
tiglari@...
Jul 9, 2001 9:28 pm
4113
Sitting on http://www.planetquake.com/quark/latest Down in the experimental section. This is another go at the vertex drift problem, and *might* also help for...
tiglari@...
Jul 10, 2001 1:52 am
4114
I don't know for sure if you fixed it, but sice using the new exe, I don't get the shearing bug anymore. I tried hard, but I didn't get it, even trying a...
off_by_two@...
Jul 10, 2001 9:10 am
4115
[On Fri, 06 Jul 2001 12:07:28 -0000, tiglari@... wrote:] ... To get a Less-Than character '<' show correctly in web-browsers, you must write...
Decker
decker@...
Jul 10, 2001 5:35 pm
4116
Oops, wrong link for the snapshot-file on the News-page. It were the previous one. I've corrected it now. -- /Decker - http://www.planetquake.com/quark -...
Decker
decker@...
Jul 10, 2001 5:49 pm
4117
[On Sun, 08 Jul 2001 21:07:26 -0000, tiglari@... wrote:] ... Thinking as a non-programmer, more as a user, would you then believe that the...
Decker
decker@...
Jul 10, 2001 8:23 pm
4118
I'd think 'dupicator' since it's currently sitting in the duplicator folder, but if it seems doubtful, would be better to leave it alone. ... user ... terms,...
tiglari@...
Jul 10, 2001 8:42 pm
4119
What game are you mapping for btw? The results of the fix *should* come out cleanly for HL in the new WC format, Q3 in brush primitives, but writing out in...
tiglari@...
Jul 10, 2001 9:13 pm
4120
Hmm I've been working for Quake 3 only, since Quark supports it. Does that really matter? I think it's some Quark internal thing common to all games...!?...
off_by_two@...
Jul 11, 2001 4:24 pm
4121
Yes, it really ought to work for Q3, whereas there is a possibility that in say Q2 the problem could reinsert itself in the map writeout process. I've made a...
tiglari@...
Jul 11, 2001 9:25 pm
4122
a) revised the duplicator section of the tutorial a little bit b) added more to the maped/duplicator section (incrementable specifics, elbows, a bit on the...
tiglari@...
Jul 12, 2001 2:30 am
4123
Hi all, I am pleased to see that you got time to initiate support for 6DX. I am sure this will be a clear benefit for us all. But I can see it isn't quite done...
Jacob Marner
jacob@...
Jul 12, 2001 9:22 am
4124
... Indeed :) ... below. ... I'm not sure quite what is meant by this, remove from which menu? ... (as ... Yes, the way it works for .map seems wrong too, .map...
tiglari@...
Jul 13, 2001 8:24 am
4125
Containing only QkBsp.pas and QkBspHulls.pas, for implementing reading of Q3A bsp files. Their organization is quite different from that of Q1/2 engine games ...
tiglari@...
Jul 14, 2001 2:01 am
4126
One more thing about this; do 6DX maps need a player start? The 6DX|Export Map button function seems to think so, but the default map doesn't have one. ... I ...
tiglari@...
Jul 14, 2001 6:15 am
4127
With QkBsp and QkBspHulls on the Q3Bsp branch, and QkMapPoly on the NuTex2 branch. Many missing safeguards, and no texture info, but at least some maps made...