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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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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. 
 
Thanks Spirit, I'll try, but I tought there is something easier. Oh well...

And another thing. How can I fix this warning ?

WARNING: CutNodePortals_r: New portal was clipped away near (-160 -752 1184) 
 
Easier solution that's actually more difficult: put a shootable trigger with a very high wait value in front of the door and (optional but recommended) make some other entity trigger it so it doesn't bleed if the player shoots it. Then killtarget it with the button.

That warning is caused by awkwardly intersecting or misaligned brushes. You can ignore it in most cases, but it wouldn't hurt to examine the brushwork around those coordinates, either. 
Btw Necros 
Note that not all compilers allow that. BJP's are fine, but hmap2 reports a leak, for example. 
 
neg!ke, I don't think it's a leak. I took a look, there's nothing interesting near those coordinates, there's only some simple bars, nothing fancy. 
 
No, that leak note was meant for necros.
Also, what's with everybody not realizing the ! is gone... :P 
Zwif 
haha wow, i never knew about that! thanks! 
Oops 
Sorry, I know you for your maps for a long time, I got used to neg!ke :P 
End 
I was the one who re�ntroduced it neg!lke,
after my lame blame lang blah, haha. 
Ambient Sounds Problem (unrelated To Previous Posts) 
I may be mistaken, but I can't hear any water or wind sounds (e1m1 for example).
I reinstalled Quake, nothing.
Set ambient_level to 1, still can't hear them. But I can hear the drip and torch sounds though from like e1m2. 
 
It's not a problem, in e1m1 there aren't ambient sounds (water or wind). There are some buzzing sounds, but you have to be close to the "source".

As long as you can hear ambient sounds in other maps it's ok. 
What Maps Have Those Amb Sounds? 
I can hear: suck1, swamp2, drip1, windfly etc, just not wind2 or water1

Those are the only 2 amb sounds I can't hear (I mean, I swear you could hear water2 when you cross the bridge in e1m1);
What maps have wind2 and water1 amb? 
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