-fish(vis)- In The Sea Of Eternity
#76 posted by MadFox on 2003/09/06 09:53:21
I just use the old vis-programs, because the new ones left me with an error either much before this one would do. So I can't see at what moment the vising proces occurs to be.
The only things I can relate, is the bsp-construction, which tends to...
---mergeall---
6217 mergeaces
and
testlevel=4
1918 portalleafs
5896 numportals
I think it rather strange, because I had maps,
which even had a greater account, and were much faster partionned.
Those Numbers
#77 posted by aguirRe on 2003/09/06 12:02:25
are not so high but as I said, it's the relationship beween them that matters. 16+ hours on an Athlon (1 GHz?) system seems a bit much, though.
If you wish, you could send me the zipped map+wad files (no bsps please, I'll rebuild it myself) and I'll take a look at it.
Thunk
#78 posted by MadFox on 2003/09/06 13:12:46
Thanks for your attention.
My computer holds Athlon 1300Mhz.
I changed some things in it, but it still won't work within this time limit.
Maybe it has to do with some trees I tried in it.
Great for your offer, but where do I send them?
Could be you don't want to publish your emailadress.
Trees, Eh?
#79 posted by necros on 2003/09/06 13:23:40
well, they'd certainly make more trouble... all the sticky outy bits are hard on vis. he's very sensitive to trees.
MadFox, Look In The People Section
#80 posted by aguirRe on 2003/09/06 13:30:30
of the forum, you'll find my email address there. Just de-obfuscate it first ...
Ob Fuse What?
#81 posted by MadFox on 2003/09/06 14:11:07
Found your Homepage, but my Broken English can't make an obfuscate-able sense with it.
I must sureley make a stupid impression...
Just Take My
#82 posted by aguirRe on 2003/09/06 14:41:08
email address in the People section (never mind my site now) and replace the " -at- " part with a "@" and the " -dot- " part with a "." and you're done. Think about how email addresses normally look like and I think you'll get the picture.
This is a common practice to prevent Internet robots/spiders from harvesting email addresses from web pages.
Obfuscate means to confuse or make obscure/difficult to understand. I seem to have succeeded somewhat ...
MadFox, Check Your Email ...
#83 posted by aguirRe on 2003/09/06 14:51:07
..
Right
#84 posted by MadFox on 2003/09/06 16:56:38
you did. It is more that my internet know-how is rather small.
End Level
#85 posted by MadFox on 2003/09/08 16:13:42
I am constructing a startmap for two sequences. After then, so only 2 sigils, I would like to let appear a door in it.This door should not be vissible before the two sequels are played.
Has it something to do with the func_bossgate, and if so, does it work like a door or a train?
Not Quite
The brush entity used is func_episodegate, which only appears when the player has the specified runes in his possession.
This entity either appears at map start, or not. It doesn't move and cannot be triggered inside the level.
Because of this, I'd recommend rethinking your design. Try making the func_episodegate a bridge across an uncrossable obstacle (e.g. wide pit,) or maybe a flight of stairs up to the door.
Basically, the player will be able to see the door, but won't be able to reach it unless he's played both sequels.
But Somehow
#87 posted by Madfox on 2003/09/08 20:14:58
I used allready func_episodegate to seal off the corridors which lead to the sequences.
What I mean is the thing like in Quake1, when you finished the four episodes.
Then there is suddenly a big gap, with a round stairway downstairs.
I wondered which polyhedron suddenly dissapears
when finishing the four marvellous adventures.
Left Me Runed
#88 posted by MadFox on 2003/09/08 21:29:37
func_bossgate indeed.., thanks Shambler.
Err...
#89 posted by distrans on 2003/09/09 02:15:09
If you're only using two sigils, then you're gonna have trouble triggering func_bossgate. Use fatty's suggestion, and as you can name more than one brush with the same name you should be able to construct a two part bridge that forms peicemeal as you finish each of the episodes. Remember to leave a gap in the middle though, such that l33t bunny-hoppers can't cross the divide with only one of the spans up. GJs and RJs shouldn't be a problem as arriving at player start two automatically strips the player back to scratch.
God I hope that made sense, it's benn a long day.
...
#90 posted by MadFox on 2003/09/09 18:57:06
As the Runes are a "Carve of Holy Coincidence",
it is better to use them wisely. They are not captured for a low fee.
It is easier to use the func_episodegate, when only two Runes are set.
But going on this dreathfull path of Quake tracing, it now gives me the strength to split
all the levels up to four sequences.
I know it must sound medieval, but if the Genius gives me Strength, it will help me accomplish this bewildert Task of the Lonley Soul, who creates a new Mission Pack for this tremendous Game.
And maybe then, after consider the Ancient Runes, will let me use the func_bossgate in the right way.
Well, You Could Quietly Give The Two Other Runes
#91 posted by necros on 2003/09/09 21:31:16
to the player on a map while he doesn't notice...
Unencripted Signs...
#92 posted by Madfox on 2003/09/10 15:03:13
Necros, you should know that it was MirrorMan you were authorizing, not quietly bring out your own excellent maps!
But if you really want to know...
I got a bad-ass feeling that giving the Runes in an other way than by maps, it riddicules the account in-game, just like it did with the original Play!
And Saruman would grin at me, just like I know he would, to all that game-over players in Quake1, trying to reach the func_bossgate!
Sleeping Zombie
#93 posted by Madfox on 2003/09/20 09:49:11
Is it possible to collaps a zombie.mdl?
So when creating a tomb it lies on the ground in stead of standing?
I've been trying, but it seems one has to rebuild the model, which of course is a lot of work.
Madfox
#94 posted by quaketree on 2003/09/20 12:43:28
Been there, done that. i recall reading a site more than a year ago that talked about some "un-documented" flags for entities (specificly monsters and weapons) try adding an "angles (note the s at the end) to the crucified zombie (in the format of x y z) to get him to lay down.
Anyone here remember who linked that info? I wanted to say fat controller but I just looked at his site and got nothing.
BTW
#95 posted by quaketree on 2003/09/20 12:44:30
you should probably post these questions in the mapping help section as I came across your post by accident
Quaketree
#96 posted by Kell on 2003/09/20 13:36:58
Fat Controller is indeed correct; you must have been looking in the wrong drop-down :P
http://www.planetquake.com/fatty/default.asp?opinion=johnpayson
Starting zombies prostrate is not possible without QC/blah. The only way to do it is to have the zombies waiting on silent func_doors, concealed beneath a func_illusionary in the form of a fresh grave or whatever and anoter func_door moving sideways like a hatch. See: e1m3 or e4m3 or Zerstorer.
And yes, Madfox: it's probably better if you stop posting in this thread and use Mapping Help instead
kthxbye
Hmm
#97 posted by Kell on 2003/09/20 13:38:16
on second thoughts, yeah the 'angles' thing might w3rk; can't say i've ever tried it...and I ain't gonna now.
No!
#98 posted by necros on 2003/09/20 15:56:33
there is a way!
but it's convluted!
it involves hijacking the func_illusion function. you must make the func_illusionary into a point entity and set the frame # and model name. the below example would make a dead player with the face down. (frame #60)
classname "func_illusionary"
frame "60"
model "progs/player.mdl"
you need to open the zombie.qc and find out it's dead frame and simply put those into the entity.
This
#99 posted by Hrimfaxi on 2003/09/20 16:46:52
qc file:
HTTP://ftp.sunet.se/pub/pc/games/idgames2/quakec/monsters/4zombies.zip
let the zombies start laying down and rise when the player get near.
Hmm
#100 posted by Hrimfaxi on 2003/09/20 16:48:10
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