Importing Quake LIve Maps / Editing Quake Live Maps

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V1979
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Re: Importing Quake LIve Maps / Editing Quake Live Maps

You read the thread without attention. mzi and I have different methods to assemble archives. I put textures, sounds, models and scripts into the separated self-extracting archive - ql_for_q3a_common.exe which contains files for all the maps that I had converted. Each of <mapname>.pk3 files contains only 3 files:
levelshots\<mapname>.jpg
maps\<mapname>.aas
maps\<mapname>.bsp
This method is useful for those who want to download the most Quake Live maps. It let one save one's hard drive volume.
For those who want to download only a few maps, mzi's method is better. He puts into an archive <mapname>.pk3 all files needed for each such a map.

As for your example about my qlmap-seamsandbolts.pk3, it should be used with the whole set of files (see above). I offer ql_for_q3a_common.exe "as it is". There is everything to play in this archive (except maps, of course). One just should extract files from the archive, put <mapname>.pk3 files into </baseq3> folder and then run ql.bat. I tested all maps in a blank copy of Quake III Arena and everything works well. If you do anything other with the files, you do it for you own risk.

animalchik wrote:


- i pointed out that this happens on default maps (ignored)
- i pointed out this happens on high picmip (ignored)
- i pointed this happens on maps that i have downloaded from server (ignored)

I tested one of default maps - q3dm0 (you can see on the screenshots)
I tested with r_picmip 0; 1; 3; 8 (you can see on the screenshots)
I don't know what maps and from what server you downloaded. As I can see, r00_seamsandbolts.pk3 isn't an archive made by me.

So, you address to a wrong person. I predicted such bugs if one tried to sort files for each map and put them into separated archives.
I offer these maps to play in the basic mode/configs (baseq3, 1.32c). If you want to have something different you should know well what do you want and what you have to do to achieve that.
If you want to play on them in e+ mode, you should put 0ql-scripts.pk3 into </baseq3> folder. It will allow you to avoid some common bugs. But the ideal variant would be if you sorted all shaders to eliminate those which affect basic shaders - task for a hard masochist.

animalchik
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Re: Importing Quake LIve Maps / Editing Quake Live Maps

Quote:

I tested one of default maps - q3dm0 (you can see on the screenshots)I tested with r_picmip 0; 1; 3; 8 (you can see on the screenshots)

Yes after i asked u to do so couple times then u realized what u doing wrong

Quote:

So, you address to a wrong person.

Nope i don't, u aren't responsible of making separated pk3 for that maps? Yes u are, as long the separate map files are unplayable in yours archives because ppl download maps from servers... here comes mzi same as u he have good intention and everyone appreciate his and yours work, but the final product of yours and his work contains bugs.

U are telling me now u warned us such bugs will occur and u do not willing to deal with them, fine by me, but then why u commenting on a final product and compare it to yours unplayable version of the product? It does not even have a sense of doing so.

Nobody in this forum is interested about playing those maps like a mod, u should consider ppl willing to play those maps under e+ mod and they will download it from the server, u like it or not. We can discus the theoretical aspects of why u doing what u doing for a lifetime, but here comes the reality, and i hope u are aware of it that nobody going to use yours paks as u planing, witch means u are responsible of making this situation.

That's why i asked u both to do not be lazzy asses and make the work proper way.

Quote:

If you want to play on them in e+ mode, you should put 0ql-scripts.pk3 into </baseq3> folder.

Please understand the majority of ppl will have pk3 from server without scripts and other pk3 and this going to cause major problems.

Quote:
[...]the ideal variant would be if you sorted all shaders to eliminate those which affect basic shaders

ehem not ideal but the proper one its works good or don't work good, there is no it works if, nobody saying its easy task to do, but to sort out the bugs it is the only one thing u can do and u should do, because this is the proper way of doing so. U can't go easy mode and pretend the bugs does not exist.

I am addicted to life.

V1979
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Re: Importing Quake LIve Maps / Editing Quake Live Maps

Nobody can presume all cases where his product will be used. I converted more than 100 maps so they became playable under Quake III Arena 1.32c (changed their bsp version from 47 to 46, substituted "adv" to "func_static", substituted items which are absent in <baseq3> mode). I filtered and converted all textures (from *.png to *.tga), sounds (from *.ogg to *.wav), sorted models that the maps need and removed duplicates. I made *.bat files to run all this. I packed all that in archives and wrote an instruction how to use it for common purpose - like under <baseq3> mode. And all that works as I planned. It works well, without any bugs.
I offer all that for free, as it is. And now you say that you want to use it in some other way and that I am supposed to be responsible for bugs that you meet. And tomorrow you're going to say that you want to fly to the Moon and stupid engineers of the space industry cannot offer you such a possibility.
Use it like it's offered or in any other way for your own risk or don't use it at all. Or you can wait for the moment when I find a minute between my job, home work, children etc. to sort all scripts for you.

P.S. You'd better send me the maps from Premium Pack 14.

animalchik
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Re: Importing Quake LIve Maps / Editing Quake Live Maps

yes its working in a way that it has no usage :} u should be really proud of yourself ;}

why to care about ppl that facing problems with it, they can read redme

Quote:
[...]to sort all scripts for you.

idk. if u have spotted but its not about me, i have sorted the problem with that in no time, i asked u guys to fix the bugs witch u did have made, and u giving me usage conditions... it does not change anything the pk3 still contains bugs

I am addicted to life.

V1979
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Re: Importing Quake LIve Maps / Editing Quake Live Maps

Hm... You still don't want to understand me. It's a common rule: if one wants to use a product in any other way than a manufacturer has planned, one does it for one's own risk.

Yes, I am proud enough because it was hard and interesting work. I learned a lot of interesting things.

You can still try to troll and repeat like a mantra "it contains bugs".

And yes "readme" (and any other instruction) has a sense.

For example, your ass is made to shit with one hole. But you aren't satisfied with it, - you want to have more holes and ask Creator to make you other holes. He replies "My son, you have everything that you need. But, of course, I made you all free in your choice and if you want more holes than you have, you may make them, but you will do it for your own risk." You made some other holes in your ass, but you can't shit through them and accuse Creator for having made your ass with "bugs".

Feci, quod potui, faciant meliora potentes.

animalchik
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Re: Importing Quake LIve Maps / Editing Quake Live Maps
V1979 wrote:

animalchik wrote:

We can discus the theoretical aspects of why u doing what u doing for a lifetime, but here comes the reality

i must disagree with u since i do understand yours point of view, and trying to explain u why this is wrong to do so

people use maps like id software planed, and u change the normal conditions of use, witch make the conflict

comparing to yours example with shitting is a situation when normal ppl eat and shit but u tell them they will shit only if they will eat 5 kitties a day

does it makes a sense? sure it does lets eat 5 kitties a day and live long and happy life ;}

pointless discussion it seems my friend, unless u willing to look for a moment from the pov of players

I am addicted to life.

V1979
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Re: Importing Quake LIve Maps / Editing Quake Live Maps

1. I pointed you how to fix it (If you use my files). It's a monotonous and huge work. I think I did enough. So, if you think if you can do it better, you can expect to have my benediction. As I wrote above, you can put my 0ql-scripts.pk3 (on extracting my ql_for_q3a_common.exe you can find ql-scripts.pk3 in </ql> folder) into your </baseq3> folder (you'd better rename it from 'ql-scripts.pk3' to '0ql-scripts.pk3'). It could solve many your problems with shaders. If you do it them we'll be able to do next step - searching particular bugs (if they are found there).
2. If you want to say that it's normal if all the files for a map are accumulated in one archive (*.pk3), then you should extrapolate this idea to the point where you delete pak0.pk3 - pak8.pk3 just upon copying all necessary files from them to all your <mapname>.pk3 files. Does it sound to be a nonsense? But you insist on this point of view. I also find it to be a nonsense and suggested my way to sort and pack files. Moreover, my method of assembling archives, as I wrote previously, lets you save your hard drive volume.
3. As for the idea that Id Software did something and I change 'normal conditions', you'd better keep in mind that ExcessivePlus mode has not been planned by Id Software. So, it's me who is more orthodoxal, because I made all this playable if even one has the only baseq3 mode. The scripts (first of all I mean shaders) were separated to </ql> folder for the purpose to prevent them from influencing the original scripts. The other arenas.txt (also placed into </ql>) is needed because the original quake engine has inner restrictions and shows bugs in the maps menu if the maps are too numerous. Moreover, while converting some maps from Premium Pack 14 I met the problem that I had to divide the whole map list in the arenas.txt into some separated *.arena files because I achieved that limit.

animalchik
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Re: Importing Quake LIve Maps / Editing Quake Live Maps
V1979 wrote:

1. As i have mentored, u just don't want to do it. U put the responsibility of bugs yours archives cause on players.

2. Quake as a whole is downloaded, so it has no sense to subtract essential maps (one word sv_pure), all maps creators care to make their maps work as standalone because people download it in 90% from servers witch mzi already tried to explain u, the same u should do, but look p.1

3. E+ does not cause bugs in baseq3 code opposite to ql maps, anyway arguments like that makes the discussion more than pointless, just cut the crap out, the thing is u don't willing to do it proper way because this is to much of a work (yours p.1)

for me eot, we already have reached abstract level of talking since some of post, and i think this is no more talking about the matters but it become some silly me vs u

I am addicted to life.

V1979
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Re: Importing Quake LIve Maps / Editing Quake Live Maps

It becomes too boring. There are the following conclusions:
1. I made the set as I saw and planned that. Everything I offer works well, if one uses it like I recommend.
2. One can like it or not.
3. One can download them files, that I made, or not.
4. One can use them like I suggest or in any other way.
5. If one wants to use in any other way, then one is responsible for possible problems and bugs. And one should solve them.
6. Nobody can preview all the ways where one's product would be used. So, I'm ready to support only if I want or there are bugs caused in the way that I suggest.

As for statistic, only the newest version (without older ones) of ql_for_q3a_common.exe is downloaded 34 times. I don't count downloading statistic for the maps - some of them are downloaded several tens times.
And only you, my friend, is so unsatisfied.

V1979
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Re: Importing Quake LIve Maps / Editing Quake Live Maps

Notice:
Adaptation of the latest QL Premium Paks 14 and 15 (9 new maps) - All files and links to them are updated on 03/01/2013

Quake Live maps (You can find maps description here http://quakelive.wikispaces.com/Level Guide):
http://files.mail.ru/GM3BOG
- 1. common files (textures, scripts, sounds, models etc) for Quake Live maps under baseq3
- 2. files for Quake Live maps under Team Arena, if you want to play with the whole set of weapons and power-ups (this mode should be installed in \missionpack folder)

http://files.mail.ru/81ZW8J - additional (updating) files, if you have earlier versions of the common files and don't want to download the whole set again (just download new files and replace older ones or add new files to older ones)

maps A http://files.mail.ru/EL0IWZ
maps B http://files.mail.ru/X6IML0
maps C http://files.mail.ru/JHOOXG
maps D http://files.mail.ru/LR3IRZ
maps E http://files.mail.ru/NVYCV0
maps F http://files.mail.ru/CRJS3C
maps G http://files.mail.ru/QI00V3
maps H http://files.mail.ru/Y5H17P
maps I http://files.mail.ru/AO0I79
maps J http://files.mail.ru/B85602
maps L http://files.mail.ru/Y8DAC6
maps N http://files.mail.ru/BAGLXP
maps O http://files.mail.ru/Y9GCKB
maps P http://files.mail.ru/L55UDC
maps Q http://files.mail.ru/PCEC5U
maps R http://files.mail.ru/P6480O
maps S http://files.mail.ru/4PDLF5
maps T http://files.mail.ru/TDS6J7
maps V http://files.mail.ru/IMSXII
maps W http://files.mail.ru/E6R7VU
http://files.mail.ru/NK9HVN - two practice maps (qzpractice1 - "Rocket Jumping" and qzpractice2 - "Strafe Jumping"), qzwarmup - "The Epicenter", seasonal maps: "Winter's Edge", "Silent Night", "Space Camp", "SuperSpace"

If there are any bugs, please contact me.