Modified June 7, 1997
|
|
|
|
error parsing file
- while loading up QuakeLab MAPs in Thred |
The "error parsing file" while importing a .MAP file into Thred is generally caused by "//" comments in the MAP file. After removing all comments from your example files, I've not had a problem with the imports. I originally ran into this problem while I was trying to use THRED to modify some maps I had created in QUEST. It sticks a bunch of comments at the top of the file for camera positioning and group tracking. I removed them and Thred loaded the level but not without some problems with the geometry (infinitely deep brushes, etc.) - Patrick Hesmann |
|
I have been playing around with trying to get the thunder entity to
work. Here's what I've experienced:
1. Tried implementing it with various editors, got console message saying thunder.wav not loaded. 2. Got Winpack, found out that it's supposed to be thunder1.wav... got to hear it. 3. Using Worldcraft, renamed the entity as ambient_thunder1, then I got the console message saying there was no spawn for thunder1.wav. 4. Did the authors of these editors miss on something or am I missing on something? Any news or results (positive) with trying to use this entity? I can't be the only one who wants to use it :) - Troy Whittaker |
|
|
Here is the 1.01 code (cut & pasted from id's source code).
This is the only mention of ambient_thunder or ambience/thunder1.wav
anywhere in QuakeC:
/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) */ void() ambient_thunder = { precache_sound ("ambience/thunder1.wav"); ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC); }; Here is the 1.06 code: /*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) */ void() ambient_thunder = { precache_sound ("ambience/thunder1.wav"); ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC); }; There was no change. This code is _not_ the problem, it is correct, the thunder1.wav file does exist in the ambience directory. Take a look at S. MacDonald's procedure from QuakeX below. - Mike Sayers |
|
|
I was able to get ambient_thunder to work (map created with BSP) under v1.06 after
correcting a problem with thunder1.wav not looped error when loading .bsp's which
contained ambient_thunder entities.
Thunder1.wav fixed using CoolEdit96 with solution from QuakeX page: "Sound Not Looped" Problems If you're expierencing this problem when trying to replace the ambient sounds, here's the fix... (Thank to David Spell for this) 1. Use "Cool Edit" available at www.shareware.com 2. Launch "Cool Edit" and load the ambient sound you want to insert into Quake. 3. Highlight (or select) the entire .wav file in question. 4. Under the "Options" menu select "Cue list," a dialogue will open. 5. Click "Add" (remember your .wav must be selected!) Click "Done". 6. Save the file and insert it into Quake as you would any other sound effect!!!! This makes it somewhat more dificult to create and distribute maps with ambient_thunder entities, as for them to work people would need to have unpacked the .pak files and deleted them and replaced Thunder1.wav with a "fixed" version supplied with the map. ...Anyway, I've attached a .zip file (31.0 KB) with a "fixed" version of Thunder1.wav and a demo .map and .bsp Just copy the .wav file to your id1\sounds\ambience dir the .bsp to id1\maps - Steve MacDonald |
|
| In the WorldCraft editor, the graphics in the texture windows are garbled, especially when switching between the different windows. | Set your display to more than 256 colors. - Matthias Hoys |
|
value of key/value pair not found
error encountered on line 3 unable to load map file No longer loads up in editor. |
If a map was created by Quest and then modified by Worldcraft, then Quest would give you this result. Pretty weird but it's a fact. - George Myshlyayev |
| This type of thing can happen on occasion. The experience I had was trying to use the /N in a "message" key. Versions of QuakeMap and WorldCraft saw this as an error and the map would not load. In addition, if you start a map in one editor, and then continue in another, there can be various quirks that can cause the map to have errors or not load. The best solution is to open the .map file in a text editor like Wordpad. By referring to the Quake Map Specs you can see how the various elements are supposed to look. I have found mysterious ascii characters at times. Use the text editor to remove the offending item, save, and then try to load it back in the editor. More than once I was able to salvage a "corrupt" .map file that had a lot of work in it. - Mike Melzer | |
| Small cracks in areas around holes that have been made with qEDs negative brush functions. | Semi-rounding error caused by brushes being integer aligned. this may be fixed in the next version. - Jimmy McKinney |