Importing Quake LIve Maps / Editing Quake Live Maps
, why can't i unpack these maps? it shows me an error
I don't know - I don't have such problems. I used WinRAR to pack archives. SFX-archives (*.exe) don't need any other program. I open *.zip file with WinRAR or zip plug-in built in Total Commander.
I'm trying to download it again.
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Ok, now is fine, thanks xd
Here's the md5 of the allqlmaps.zip if anyone wants to verify the download.
5ca5e836b60c353c9cf4410aa6bea3e3
I found an old bug in shaders (in a shader to the map REPENT) which causes this error
SHADER_MAX_VERTEXES hit in FillCloudySkySide()
(A sky shader can't have more than 2 layers in the shader script)
So, I fixed it and suggest you downloading a new version of the file ql-scripts.pk3 - see here:
http://www.excessiveplus.net/forums/thread/quake-live-maps-no-comments-here
yes i noticed that, thanks cool !
Hi all
First I want to thx you for this QL maps pack ! You've done a very great job here !I've put it on a private server (running ioquake ded / CPMA 1.48) and it works like a charm.
Some remarks and questions please:
- qlmap-chemicalreaction.pk3, qlmap-industrialaccident.pk3 and qlmap-verticalvengeance.pk3 should be named qlmap-chemical.pk3, qlmap-industrial.pk3 and qlmap-vertical.pk3 for more consistency (other maps have their pk3 named like the map code).
- in CPMA, map autoload is done with .arena files only. You provide arenas.txt. I had to rename it to ql.arena in ql-arenas.pk3 and it works with CPMA autoloading.
- In CPMA, the map warehouse do not work (with ioquake.exe, don't know with quake3.exe). In plain ioquake, I can create and start a game. Have someone the same issue ? I don't havve found other crashing maps so far.It crash with ----- Server Shutdown (Server fatal crashed: VM_Free(qagame) on running vm) ----- (not very helpful ...)
- which mod do you use to run and manage QL maps on a dedicated server ? (I had CPMA before so I try with it, but maybe some mods are more adapted) ?
I'm just discovering e+ mod .
I thought it was a mod that add extra challenge to quake, but it's more like that as you can also have a vq3 gameplay. It seems very customizable so I'll have a deeper look in it and try to replace CPMA.
Some remarks and questions please:
- qlmap-chemicalreaction.pk3, qlmap-industrialaccident.pk3 and qlmap-verticalvengeance.pk3 should be named qlmap-chemical.pk3, qlmap-industrial.pk3 and qlmap-vertical.pk3 for more consistency (other maps have their pk3 named like the map code).
- in CPMA, map autoload is done with .arena files only. You provide arenas.txt. I had to rename it to ql.arena in ql-arenas.pk3 and it works with CPMA autoloading.
I reduced these maps' names because they were displayed incorrectly in the menu of Quake III Arena (mod baseq3), but I left *.pk3 files' names as they are in Quake Live's set.
The arena.txt (in the \ql folder - in the mod 'ql') is to replace original arena.txt in the \baseq3 folder, because in another way there are too many maps in the menu, so they are displayed incorrectly.
- In CPMA, the map warehouse do not work (with ioquake.exe, don't know with quake3.exe).
I managed to start the map 'WAREHOUSE' under ioq3ded.x86.exe - see the screenshot.
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