Digital Paint Discussion Board

Development => Mapping => Topic started by: Cobo on July 10, 2007, 11:05:23 AM

Title: BSP .96b Released!
Post by: Cobo on July 10, 2007, 11:05:23 AM
Sort has just finished making the latest BSP release :)
So go over to http://www.bspquakeeditor.com/ and download it.
It has a lot of new features, like console, settings window, non-culling outline, look at selection, change from ini files to cfg files, and lots more.
This time on a convenient installer.
Title: Re: BSP .96b Released!
Post by: Zorchenhimer on July 10, 2007, 11:28:26 AM
In order to use it for DP (from an upgrade at least) you're gonna need this file. If you already had bsp installed and installed this one over it, unzip this file to .\bsp\pball2.
Title: Re: BSP .96b Released!
Post by: Chef-Killer on July 10, 2007, 12:40:47 PM
Nice :D But i will wait until jitspoe changed all things ;D
Title: Re: BSP .96b Released!
Post by: Zorchenhimer on July 10, 2007, 10:28:03 PM
... Just a quick fix. Jits is a busy guy. :P
Title: Re: BSP .96b Released!
Post by: Apocalypse on July 15, 2007, 12:34:06 PM
I love the new version :)
Title: Re: BSP .96b Released!
Post by: Zorchenhimer on July 17, 2007, 02:51:10 PM
Where can I edit the entity lists? It's kinda annoying not being able to use this new version.
Title: Re: BSP .96b Released!
Post by: Cobo on July 17, 2007, 02:53:36 PM
There should be a file named pb2ents_b15.c on the pball2/entity/ folder.
pb2ents_b15.c is from build 15, not sure if Jitspoe is going to edit the entity list on the next DP BSP release.

The syntax of the entities is pretty simple:
Code: [Select]
/*QUAKED <ent name> (# # #)
     help stuff in here.
*/

Not sure what the (# # #) means tho, and sometimes there are more than one parenthesis.


**********
EDIT:
Did a little research and...
The syntax is like this:
Code: [Select]
/*QUAKED <ent name> (color) (bounding box start) (bounding box end)? FLAGS
     Help....
*/
(color) = color.
(bounding box start) = optional, start point of the bounding box.
(bounding box end) = optional, end point of the bounding box.
? = optional, Entity takes the exact size of the brush.
FLAGS = optional, Flags modifiers.

I could be wrong about the bounding boxes tho...
Title: Re: BSP .96b Released!
Post by: jitspoe on July 24, 2007, 07:36:42 PM
I started working on it, then went on vacation.  Now I'm just playing catch up with all the messages and whatnot from while I was gone.  I'll get back on it at some point.
Title: Re: BSP .96b Released!
Post by: sort on July 25, 2007, 06:43:06 AM
Jitspoe, I set up the leak menu wrong so .lin files can't be opened in the base install. Here is the fix for it. Change the "Leak Check" menu under "File" in menu.cfg to look more like this:

submenu "Leak Check"
{
  CM_SHOW_LEAKS
  CM_STOP_LEAKS
  CM_SHOW_PORTALS
  CM_STOP_PORTALS
}

and change these in cmdstr.cfg:

CM_SHOW_LEAKS "Load Leak File..." "Load in leak file and show path to leak..."
CM_STOP_LEAKS "Stop Showing Leaks" "Stop displaying leak information"

EDIT: oh yeah, and in menu.cfg where it says:
//old         CM_FILEPREFERENCES
change that to CM_BSPSETTINGS
Title: Re: BSP .96b Released!
Post by: y00tz on August 11, 2007, 02:11:39 AM
Ctrl + Numpad 2 is butchered :(

edit: I got my favorite setup back, I realize that the default is pretty close, you just have to move some stuff around
Title: Re: BSP .96b Released!
Post by: Apocalypse on August 11, 2007, 09:16:33 AM
I can't get my exporters to work so I'm still using the old version :(
Title: Re: BSP .96b Released!
Post by: Cobo on August 11, 2007, 10:10:37 AM
Also, be sure to check out www.bspquakeeditor.com
There are some important stuff in the news.
Title: Re: BSP .96b Released!
Post by: jitspoe on September 07, 2007, 03:24:36 PM
All right, I have a new BSP PB2 pack put together here: http://dplogin.com/files/mapmaking/bsp_pb2_build019a.zip

Thanks to sorts efforts, paths are now relative, so you should be able to install it anywhere.  The only thing you have to edit is runmap.bat if paintball2 is not installed to c:\games\paintball2.  Lots of cool new stuff in this version, so you'll want to grab it.  Let me know if anything is wrong.
Title: Re: BSP .96b Released!
Post by: Chef-Killer on September 07, 2007, 03:45:08 PM
juhu, i waited for this, thanks :D

I wondered, now the final compile is high and qbsp is low :)

But my shortcuts like "s", "e", "t" and the windows for this shortcuts doesn't work :-\
Title: Re: BSP .96b Released!
Post by: jitspoe on September 09, 2007, 11:41:18 PM
juhu, i waited for this, thanks :D

I wondered, now the final compile is high and qbsp is low :)

But my shortcuts like "s", "e", "t" and the windows for this shortcuts doesn't work :-\
Strange, all the shortcut keys work for me.  It sounds like the key configuration didn't load.  Click the keyboard icon and see if your keys are configured.  I'm not sure what would cause them to not work.  If you press E on there, it should be CM_RESTORE_ENTITY.  As for the menu order, it looks like it's sorting alphabetically now.
Title: Re: BSP .96b Released!
Post by: James on September 13, 2007, 03:34:48 AM
Nifty.

Jitspoe, is that your regular default setup?
Title: Re: BSP .96b Released!
Post by: Spook on September 13, 2007, 09:01:41 PM
Now that i look at it, E= the CM_RESTORE_ENTITY, and that just means it loads the entities box again, right? Just making sure my keys aren't f'ed up either
Title: Re: BSP .96b Released!
Post by: jitspoe on September 13, 2007, 09:09:57 PM
Nifty.

Jitspoe, is that your regular default setup?
I included a couple different setups for 1280x1024.  The first one shows every thing, which is useful for changing textures, flags, entities, groups, etc without having to bring up/move windows around.  There's another that's more for straight brushwork, with the rest of the stuff hidden and a larger work area. Ctrl+numpad 1 - 4 switches between them.  If you change the layout, be sure to save a backup of your bsp.ini, because future updates will overwrite it.

What I included is more or less what I use, but after using it for a little while the other night, I realized some of the settings weren't quite what I wanted for the defaults (like the way grid snapping is handled).  Oh well.

Now that i look at it, E= the CM_RESTORE_ENTITY, and that just means it loads the entities box again, right? Just making sure my keys aren't f'ed up either
That should be right.  E toggles the entity window.
Title: Re: BSP .96b Released!
Post by: James on September 16, 2007, 05:14:39 AM
I've been using the version of BSP that has been on the website for years and noticed a change in how you move a vertex with the CTRL+SHIFT+CLICK. The problem is that I want to move just one vertex instead of 4. Anyone know the solution?
Title: Re: BSP .96b Released!
Post by: jitspoe on September 20, 2007, 11:14:01 AM
If you go into the configuration, there are a ton of editing settings.  I'm pretty sure all the old behavior/functionality is maintained.  It's just a matter of figuring out which setting to enable/disable.