ToeTag 0.9 Preview
The new version of ToeTag plods fowards steadily. I’ve added a bunch of stuff to this one, not the least of which is some pretty cool filtering. Filtering means that you have a new control on the toolbar that will allow you to filter out of the view any entities which are editor specific (lights, triggers, etc) as well as filter out based on skill level. So using this you could take a look at your level, as the player would see it, on Hard/Nightmare skill. This lets you verify that you’ve set your skill flags correctly without having to play the game over and over or meticulously go over your entities and checking their spawn flags. Here’s a movie of it in action:
In the movie, you’ll be looking down at the final room of E1M2 in the 2D viewport. I first turn off editor only entities and then step through the various skill level filters so you can see which monsters and such appear on each skill level.
Should be useful!
Tags: ToeTag
February 7th, 2008 at 6:05 pm
Hey Wanton! I’m a very old mapper that have been out of the scene for many, many years. I work on an iMac and just recently I could download nQuake which brings all the cool taste of deathmatches to the OSX. Thats nice. A bit later I could find your website, this website, where I learned about ToeTag. Cool, I thought!!.. did some maps back in the days (the exdm serie) and I would certainly like to try again out of pure nostalgia. Unfortunately I am experiencing some problems with ToeTag. If I open a WAD file (base.wad, the same that in your tutorial) it just does nothing but sitting pretty. And… when I tried to save the map, quit the application and load it again, it crash 100% of the times. Im using Leopard 10.5.1 on an Intel iMac Core 2 Duo (24 inches, yay!) Have any comments for me?
February 7th, 2008 at 7:15 pm
No.
I don’t know what that would be, that’s weird. If you’re on an Intel machine and you’re running Leopard and you have the latest version … buh??
That sounds like my machine so there’s no reason that shouldn’t work. Can you create brushes and things using the default texture? I’m curious if OpenGL is happy.
February 7th, 2008 at 7:16 pm
Oh wait, did you create a new map file first? Loading a WAD without a map document open might cause a problem like that. I’ll have to see about disabling those menu commands unless a MAP is present.
For now, choose “File > New” before loading the WAD. Does that help?
February 8th, 2008 at 5:07 pm
Ok so I created a new file… tried to open a wad… BASE.WAD or METAL.WAD or any other wad, and it does nothing. Append fails too. But yeah, I can create polygons and shapes and add entities like the player deathmatch entrance and all shows in the displays… can reshape, move, realign the default texture (with a question mark), everything. Just not the WADs. Let me know what you need to know and see if we can pinpoint the problem…
This is a 2.16 Ghz Intel Core 2 Duo with 3 GB DD2 SDRAM.
February 8th, 2008 at 7:04 pm
Well, try it again in a fresh map and send me the toetag.log file (in your Quake dir). Maybe that’ll shed some light.
Where did you get these WADs? I know the ones from http://www.quaddicted.com/wads/ work.