Taken from The QuakeLab: Editing website http://www.planetquake.com/quakelab/ Used by kind permission of Steve Fukuda [The QuakeLab] [Compiling and Editing Problems and Solutions] [Editor] [BSP] [Light] [VIS] [Startup] [Gameplay] Modified June 7, 1997 |-----------------------------|-----------------------------------------------| | Problem | Solution | |-----------------------------|-----------------------------------------------| | |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 | |error parsing file |imports. I originally ran into this problem | | |while I was trying to use THRED to modify | |- while loading up QuakeLab |some maps I had created in QUEST. It sticks | |MAPs in Thred |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 | |-----------------------------|-----------------------------------------------| | |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, | |I have been playing around |"ambience/thunder1.wav", 0.5, ATTN_STATIC); | |with trying to get the |}; | |thunder entity to work. | | |Here's what I've experienced:|There was no change. This code is _not_ the | | |problem, it is correct, the thunder1.wav | |1. Tried implementing it with|file does exist in the ambience directory. | |various editors, got console |Take a look at S. MacDonald's procedure from | |message saying thunder.wav |QuakeX below. - Mike Sayers | |not loaded. |I was able to get ambient_thunder to work | |2. Got Winpack, found out |(map created with BSP) under v1.06 after | |that it's supposed to be |correcting a problem with thunder1.wav not | |thunder1.wav... got to hear |looped error when loading .bsp's which | |it. |contained ambient_thunder entities. | |3. Using Worldcraft, renamed | | |the entity as |Thunder1.wav fixed using CoolEdit96 with | |ambient_thunder1, then I got |solution from QuakeX page: | |the console message saying | | |there was no spawn for |"Sound Not Looped" Problems | |thunder1.wav. | | |4. Did the authors of these |If you're expierencing this problem when | |editors miss on something or |trying to replace the ambient sounds, here's | |am I missing on something? |the fix... (Thank to David Spell for this) | |Any news or results | | |(positive) with trying to use|1. Use "Cool Edit" available at | |this entity? I can't be the |www.shareware.com | |only one who wants to use it |2. Launch "Cool Edit" and load the ambient | |:) |sound you want to insert into Quake. | |- Troy Whittaker |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, |Set your display to more than 256 colors. - | |especially when switching |Matthias Hoys | |between the different | | |windows. | | |-----------------------------|-----------------------------------------------| | |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 | |value of key/value pair not |map would not load. In addition, if you | |found |start a map in one editor, and then continue | |error encountered on line 3 |in another, there can be various quirks that | |unable to load map file |can cause the map to have errors or not | | |load. The best solution is to open the .map | |No longer loads up in editor.|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 |Semi-rounding error caused by brushes being | |with qEDs negative brush |integer aligned. this may be fixed in the | |functions. |next version. - Jimmy McKinney | |-----------------------------|-----------------------------------------------|