#9980 posted by meTch on 2010/07/22 21:41:05
I wonder if he Fixed the thing where if you played as Jesus and threw the plagued gibs everywhere they would stay on the ground and kill all the monsters the second they spawned.
SIN
#9981 posted by madfox on 2010/07/23 00:34:16
Lately I was playing SIN and I wondered how to catch a grip on them, like extracting a map.
Quark5.1 has a setup for Sin, but the bsp does appear like a entity fill path only.
Watching the quark editor it is a Q3 game.
The wiki tells of a Quake 2 (id Tech 2, modified).
Is there a usefull input to these files or is it, like the progs of malice a J.C.ace?
Madfox
#9982 posted by spy on 2010/07/23 11:46:14
there is a tool "sinpak" or something to extract/watch the sin stuff
i've got it somewhere on my hdd, i try to search . or u could google search it by yourself
i cant remember exact name of that tool right now
#9983 posted by Zwiffle on 2010/07/23 17:44:52
Unrelated to this issue, but avoid the SiN anime at all costs. It is bad.
Teleporter Sound
#9984 posted by negke on 2010/07/23 18:02:48
Trigger_teleport emits its ambient sound from the center of the entity, right? For I just had this idea for a workaround for 'limiting' the sound in a certain direction by expanding the trigger volume into the opposite direction.
Teleporter Sound
#9985 posted by JPL on 2010/07/23 19:47:41
Please make this defature as an option through specific field ;)
Re 9984
#9986 posted by necros on 2010/07/23 20:30:04
o = (self.mins + self.maxs)*0.5;
ambientsound (o, "ambience/hum1.wav",0.5 , ATTN_STATIC);
yep
Gensurf
#9987 posted by madfox on 2010/07/23 22:43:24
I know Sin behaves bad and all. It's a real sin that shipment made turn out the game that bad to handle. But I must admit maps like "mansion" are done very impressive.
I had the pakfile converted to extracted files, but I couldn't find anything to use the *.sam files. There are Q3 compilers to make new sinpak files. But it feels as if the structure is hardly to work with.
As if I have to install all garbadge to extract Q3 files.
#9988 posted by gb on 2010/07/24 07:03:54
The sin files aren't always the same as id ones, I know that at least the pak files are different and can't be extracted/created with normal tools... maybe ask here:
http://www.ritualistic.com/forums/forumdisplay.php?s=da26c1f506ef14877848c952341bef7a&f=10
Re: Rj's Black Zombie Model
#9989 posted by negke on 2010/07/24 19:32:58
http://negke.quaddicted.com/images/blacklight.jpg
It can get even weirder...
In other news, fuck those random black triangles! Another totally unnecessary obstacle.
Didn't Someone Say Models Were Lit Depending On The Floor Beneath?
#9990 posted by negke on 2010/07/24 20:43:43
Apparently it's the ceiling this time, the ledge in the shot. Works fine in other areas, though.
#9991 posted by Spirit on 2010/07/24 21:13:32
Maybe that face is in the bounding box of the light?
Fitzquake Right?
#9992 posted by necros on 2010/07/25 03:19:21
or a derivative.
i believe it was established that this is a bug with the engine? something to do with metl's new light code or something.
i believe it is taking light values from outside faces (when the map isn't sealed, at least). if it's not sealed, try sealing it to see if it goes away, otherwise, you can try reshaping the brushwork in the area. :S
Indeed
#9993 posted by negke on 2010/07/25 11:39:22
Luckily, I could fix it by simply moving the torches a few units up. Strange issue. The map was sealed by the way.
'twasn't Fitzquake
#9994 posted by rj on 2010/07/25 11:47:04
metl did mention it might be an enigne bug but i got that problem in glquakebjp too
Ok
#9995 posted by negke on 2010/07/25 12:23:37
In my case, it was.
I also had another black torch elsewhere that seemed properly placed and all. Turned out a rogue space beneath the floor and wall brushes was responsible there. Possibly related.
Oh
#9996 posted by necros on 2010/07/25 19:55:42
looks like it's more than i thought. :S
come to think of it, if it happened in glquakebjp, than it's probably in glquake as well.
I Have The Same Issue...
#9997 posted by JPL on 2010/07/25 20:07:12
... when monsters walk through a floor that is made of func_breakable (i.e Quoth)...
Maybe it could be solved by adding a light just on top of the func_breakable... I Ididn't tested it yet... wait and see ;)
#9998 posted by necros on 2010/07/25 20:18:08
that's a different problem from the one above.
light info is only taken from world geometry btw, so that won't help, unfortunately.
you could put a light on the world geometry beneath the breakable though. if it's a sky texture, bury a non-sky textured brush inside the sky texture to transfer light info. (sky texture does not transfer light info)
#9999 posted by necros on 2010/07/25 20:36:22
if you need to make a pitch black pit with a func_door bridge or something over it (ie: you can't put lights at the bottom of the pit) you can place a 16 unit high func_illusionary (or even a func_wall) at the bottom of the pit.
then make a spotlight below the top of the func_illusionary brush at the bottom of the pit with the following settings:
'light' '150'
'wait' '0.1'
'delay' '5'
'mangle' '0 -90 0'
'angle' '180'
'_softangle' '0.01'
this creates a spotlight that will point downwards and light up all the area that's hidden by the func_illusionary thereby transferring light info to entities over the pit without breaking the illusion.
Oops
#10000 posted by necros on 2010/07/25 20:37:07
not _softangle, but rather _anglesense
my bad. :P
Heh
#10001 posted by rj on 2010/07/25 23:20:59
that was post ten thousand!
nice way to mark it :P
#10002 posted by necros on 2010/07/26 02:34:25
i only noticed after. :P
"Luckily, I Could Fix It"
#10003 posted by negke on 2010/07/26 10:29:52
Scratch that. So Fitzquake is the new DP now?!
@necros
#10004 posted by JPL on 2010/07/26 11:04:18
Thanks for the tip: I'll try it ;)
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