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.pk3 Files #61
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I Also want to know how to load my own maps? I have my local server running, added the pk to baseq3 folder, i can see it detects it but says not in manifest. |
I haven't, personally, done anything with custom maps. However I do have some steps on how to do this from a guy I was communicating with over email (regarding a Windows setup). I've had it in the back of my mind to walk through them and add a section to my How Tos but I haven't gotten around to it yet. Here are the relevant excerpts from my email conversation with him:
I'm not sure if he has a handle on github. In order to give him a bit of credit, here's a link to his webpage |
I really like this idea of splitting up the menu system and maps and uncommon textures in to their own pk3s. Thank you inolen! I have had just over a few people reach out to me personally regarding this. We wanted to run Defrag mod. When we tried to use repack.js, I ran into errors with some of the naming conventions used inside some shader files. Repack, and it's dependency, quakejs-files wasn't very helpful, and the process failed to complete. I'd really like to attack this workflow this weekend. Here's my approach:
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I am currently in the process of removing this restriction where cUrl has been disabled and server downloads are disabled. This should make customs pk3s a more traditional experience. This is excluded from QuakeJS because it's assumed you don't want 300MB laying around in your browser storage. With my new changes, the server can tell the client which pk3s to download for custom maps. Instead of using cUrl it will use XHR with progress updates! :D |
@briancullinan nice, is there somewhere i can watch or get updated when your changes are merged/released? Is there a PR? |
Wow, this has been an incredible journey. I have found some weird, weird stuff. There are about 200 files in baseq3 that are never used. No sense in forcing players to download those! Including Using the I will tidy this up with some percentage outputs, it should be much more generalized, fault tolerant, and also more specific. Running on baseq3 created ~160 paks that can also be fine tuned using the edges parameter. A sample of repack in
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Hey, @briancullinan I plan to look at adding custom maps this week. I read the above but i am not sure i'm following. It seems you are digging into the code, making modifications to make the whole process simpler? Is that right? It is a WIP Right? |
The repack script I wrote has too many missing files, I think I will only use the conversion feature, and skip the whole graphing and repacking concept. I will have to modify the renderer and probably add this: |
ok, not sure i am clear what instructions to follow but ill give it a go today. |
I'm kind of baffled by your posts @briancullinan, it sounds like it took reimplementing parts of ioquake? I don't really know where to begin if I wanted to utilize your work. From a user's perspective quake.games is incredible though, the speed the levels load is amazing and it looks like most maps work including the custom ones you've added. Very cool. If you're up for it, I'd love a start to finish setup guide. I've also been trying to do this with a a more straightforward approach using the tools in this repo and have had some success. Based on my reading of the docs I would imagine that all you need to do to get custom maps working is to get your content server to serve them, and the way to do that is add them to the source asset directory used with So far I've successfully repak't and run the asset server against the full game plus some custom maps, and have successfully been able to launch all the maps using the However I haven't been able to host a dedicated server with any maps besides those included in the demo, which sorta defeats the purpose. I think the dedicated server is downloading the demo somewhere and the maplist comes from that, haven't figured it out yet but I'll keep looking later this week. |
Is it possible to use the .pk3 files from any Quake III engine game? I wanted to try my Jedi Academy .pk3 files on here.
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