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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Maps I Made 
Any particular reason you'd want to that doesn't involve stealing someone else's work?

Just recompile from source with a new message key in worldspawn. Else stop changing other people's work. 
You Don't Even Need The Source... 
adquedit (http://www.quaketerminus.com/tools/adquedit_v13.zip) lets you edit entity data in bsp files. useful if you want to change trigger_changelevel values to put your own little episode together; not sure why you'd want to just rename a map but the value should be found right at the top (under the worldspawn key as said above) 
Gg Func 
Snazzy Rj, Thanks Man! 
nonentity don't be lame - I just renaming some of ID's maps 
.....here We Go..... 
*Popcorn Out* 
 
be sure to update the wikipedia page to reflect the new names... 
 
GPL means he can do whatever he wants with it, as long as he releases his source (if he even releases).

pretty sure romero was ok with that when he released the map sources under the GPL. 
Duh 
He is obviously trying to edit the copyrighted .bsp files though. 
So What 
Don't make a fuss about it. 
Agreed. 
anyone who makes a fuss about it is obviously a latent homosexual. just saying. 
It's Scientifically Proven 
 
Hmm 
Yeh. You got me. I'm clearly gay as fuck.

But if the GPL applies then he has the source (ie, actually renaming id's maps) so he can recompile from source (which I'd swear down I suggested).

Otherwise he's renaming custom maps for nefarious ends... 
If They're Not Even Being Redistributed.. 
then hell if any of it matters anyway. 
Creativity 
I would have done it,
if I could it,
but I didn't,
so I don't. 
Adquedit Does All But The Endlevel Strings 
How can I edit the paragraph that appears on the screen when I finish the last level of an episode? 
QC 
In the Quake.Qc there is a paragraph called Client.QC
On line 155 there is a quote called: "// run some text if at the end of an episode".
If you are carefull with the quake's own way of writing (ie only a specific amount of letters on the same way as the otriginal text) you can change this txt to your own.

Carefull, take the same amount text as there is! (count!).

Then compile the file, and your own txt is there after collecting all runes. 
Also 
Use the "\n" as markpoint to end your sentence.
don't change it, just count the spaces in between with interline between words and end them with hte same mark "/n".

If you use more, or in different way, the texture just ends, where the quake txt shoould end.

Something to do with the exact byte count of the Client.qc Your new client.qc and the original have to be the same datacount. 
And 
the first txt part is added twice.
this is because in sharewareversion this txt is used and in registered version the other.

you'll have to copy them twice (with the shareware blah). 
Yep 
Those are hardcoded. 
 
in doom3, you can set the key pair 'nofill' '1' and that entity will not be checked for leak checks.

is there a way to do this in quake? the light entity doesn't count, but things like path_corners (when used for func_trains, for exmample) still do.

maybe an easy way to haxor it into existing qbsp compilers? 
 
Have you tried putting the entity inside a brush even though it's technically 'outside' the gamespace? 
Start.bsp Opened With Adquedit 
"classname" "worldspawn"
"wad" "gfx/wads/start.wad"
"message" "Introduction"
"sounds" "3"

What does "sounds" mean? 
 
necros: What Zwiffle says.

Ranger: It's the CD track to play. 
Quick Question 
How can I make a door to be "shootable" only after a button is pressed. Uhmm, let me rephrase it : You have a door. It shouldn't open, it should stay closed if you get nearby or if you shoot it. Somewhere else you have a button. After you press the button the door should open if you shoot it. 
You Dialed Realtime Func Support 
put an invisible func something in front of it which you then make invisble with skip. make the button remove that. 
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