Last post by KommissarReb (SW12)
Figured out what the problem was. I forgot to choose the "Q3Map2: (single bsp) -meta" option on the Bsp list to create the .bsp in the first place.
However when I edit the map, the .bsp file doesn't change when I hit that button again. I checked by loading up Quake 3 and it's always exactly the way the .bsp file was made before I edited it. So I deleted the .bsp file to make a new one next time I selected the option I mentioned earlier, and now it won't make new .bsp files.
Last post by V1979
If anyone needs help in converting maps from QL to Q3A or Q3TA, you can find me at excessiveplus.net.
There are also some tutorials how to convert maps, textures. sounds etc.
Last post by Martinus
What error message? Z_Malloc failed or something?
Last post by girughi
Does anyone know how to modify the damage in quake 3 arena or does he know a tutorial?
Last post by Chomenor
The server command seems strange because q3dmp15 appears to be a map, not a mod. Mods can be loaded by setting fs_game like that, but maps are typically loaded by just placing the pk3 in baseq3 and using the map command. So a typical command to start the server with that map initially would be "./ioq3ded.x86_64 +map q3dmp15".
Last post by leilei
Simple answer for that: Doom is not creatively exhausted.
Last post by myleg123
Hmmm... I also tried adding 15 bots to FFA mode using random selection, and I get the error: "Client 15 is not connected" and only 1 of the bots don't load in. When I tried loading 15 bots by hand-picking, I get NO error, and only 2 of the 15 bots spawn in. The 2 bots that spawn in out of the 15 I set to spawn are random, it changes every time. Here is the log:
logfile opened on Wed Jul 11 13:11:47 2018
Unknown command "g_needpass^7"
Unknown command "pmove_fixed^7"
Unknown command "pmove_msec^7"
Unknown command "g_smoothClients^7"
Unknown command "g_synchronousClients^7"
Unknown command "g_knockback^7"
Unknown command "g_quadfactor^7"
------ Server Initialization ------
Last post by Tig
Before loading the map, type "\logfile 2" in the console. When the map crashes, have a look at "qconsole.log" in the baseq3 directory and see if that points to what the error could be.
Last post by Obsessed
nice map! =) https://lvlworld.com/review/id:453
Last post by Tig
If that is the case, I would recommend a back up as soon as possible followed by a drive scan for bad sectors.
Last post by EmeraldTiger
Well, I managed to generate .qvm files after all. Turns out leaving the batch files unmodified and putting lcc.exe in the vm folder actually made it work for me. Not sure why, but at least I got that out of the way.
Though I now have a new issue - even though I successfully managed to create the required .vm files, my mod still acts like vanilla Quake 3. I put the vm files in a vm folder inside the actual mod folder, and also put a vm folder in the .pk3 with the vm files (like most mods do), and the game claims to load them going by what the console says, but it doesn't recognize any of my changes. I have vm_ui, vm_game, and vm_cgame set to 2 (I also tried 1 and that doesn't appear to change it) in the mod's
Last post by Tig
Before I write a heap of code to add this feature, I would need to see a lot more support for it. Maybe if enough people show an interest in this kind of status feature I'll work on adding it.
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