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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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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? 
 
yes, dunno what 10112 was about but you can hear the water and wind sounds in e1m1.

note that the water and wind sounds are defined in the vis process, so if you've been messing with the bsps, i'd venture to say you probably wrecked that, although i can't imagine how if you were just renaming the maps. 
The Whole Story 
I reinstalled Quake, nothing.
Set ambient_level to 1, still can't hear them. But I can hear the drip and torch (and even fl_hum1.wav) sounds though from like e1m2/e1m1


I didn't edit the maps yet, they are still stock Quake's.


I'm using Joequake, but I also tried with Winquake and even Shareware Quake. I did the testing with my volume max, and did "snd_show 1" to double check if those sounds were playing. When I used "soundlist" it displayed that wind2 & water1 were precached. No errors were displayed in the console. I tried replacing the sounds with other wavs files even. 
 
Tried a different engine then? Or a blank config? I can hear them just fine with Joequake. 
 
Or are you running a mod? Or have the paks/wavs been tampered with - perhaps the loop information got lost? Shouldn't be the case, though, if you reinstalled the game from a clean source. 
Try Installing Quake To A Completely Different Directory 
Like "c:\games\quake\" instead of "c:\quake\".

That way you will be able to rule out the theory of mods interrupting the sfx 
 
I tried with Winquake;

I don't know about the loop information hypothesis, because wouldn't it say "blah.wav is not looped" in the console?
I'm running stock Quake (at s_khz 22). I even tried running with the SW Quake's pak0 & Quake's pak1.

AUTOEXEC
---
startdemos //demo1 demo2 demo3
cl_truelightning "1"
cl_bobbing "1"
show_stats "0"
cl_bonusflash "0"
skill "3"
ambient_fade "5"
ambient_level "1.0"
r_maxsurfs "6000"
r_maxedges "10000"
r_clearcolor "0"
r_novis "1"
r_wateralpha "0.5"
d_mipcap "0"
d_mipscale "0"
d_subdiv16 "0"
v_centermove "0.1"
v_centerspeed "400"
v_kickpitch "0.75"
v_kickroll "0.75"
v_kicktime "0.4"
showram "1"
showturtle "1"
sv_aim "1.00"
sv_idealpitchscale "1"
cl_upspeed "180"
cl_rollangle "2.5"
edgefriction "2"
scr_conspeed "2500"
scr_printspeed "16"
scr_consize "0.65"
bgmbuffer "16384"
menu_main

CONFIG
---
cl_sbar "0"
_cl_color "22.000000"
_cl_name "Ranger"
m_side "0.8"
m_forward "1"
m_yaw "0.022"
m_pitch "0.022"
freelook "1"
sensitivity "4"
lookstrafe "0.000000"
lookspring "1.000000"
cl_backspeed "140.000000"
cl_forwardspeed "140.000000"
s_mixahead "0.2"
s_volume "0.4"
bgmvolume "1"
viewsize "100"
fov "90"
joystick "0"
vid_resetonswitch "0"
vid_window_y "0"
vid_window_x "0"
block_switch "0"
vid_windowed_mode "0"
vid_fullscreen_mode "3"
_windowed_mouse "0"
vid_stretch_by_2 "1"
vid_config_y "600"
vid_config_x "800"
_vid_default_mode_win "7"
_vid_default_mode "0"
_vid_wait_override "0"
vid_nopageflip "0"
_config_modem_hangup "AT H"
_config_modem_init ""
_config_modem_clear "ATZ"
_config_modem_dialtype "T"
_config_com_modem "1"
_config_com_baud "57600"
_config_com_irq "4"
_config_com_port "0x3f8"
saved4 "0"
saved3 "0"
saved2 "0"
saved1 "0"
savedgamecfg "1"
contrast "1"
gamma ".65"
crosshaircolor "79"
crosshair "1"

This is really bugging me, I mean I never noticed those 2 sounds were not playing until 2 days ago, I was thinking "I don't remember start.bsp's skill hall being this quiet" 
Other Info, Might Help Dunno 
I have Shrak, SoA, DoE, Aftershock installed too...

How does a mod disrupt it? 
Ricky 
I don't really think it's that because I installed SW Quake to see if it only affected CD Quake - I'm pretty sure I couldn't hear those 2 sounds in SW Quake


also got -heapsize 256000 & -zone 65536
if that helps 
 
tried running without that weird autoexec.cfg? 
Autoexec 
Hey, it ain't wierd - it squeezes the max outta Quake...

Anyhow, I figured out the issue: ambient_fade "5"

after making it to:
//ambient_fade "5"
Problem solved... the odd bit is that, I added that line to the autoexec to solve the amb sound issue in the first place - well it's fixed now so, ok 
And The Lesson Is 
Reinstalling Quake is worthless if you keep your config files. 
^^ That 
what spirit said 
Not Really 
The part when I tried using SW Quake - It was just SW Quake with no cfgs or anything 
Quake3 
is it possible to make a func_door (or a plat?) toggleable in quake3? 
Of Interest I Guess ;) 
Map Scale In Worldcraft 
Hi guys, brief question: Using Worldcraft 3 atm. Is it possible to increase the space available for a map? Limited to about 8k or so units.

A further quick question, is it possible to do moving liquids? :) 
Extras4 
Has moving water volumes, search for an idgames2 mirror - should be in there somewhere.

Bigger maps have been explored - Necros built outside, but AFAIK the space can't be used to play in.

It's very time consuming to make the entire available space playable though, unless you just want a massive flat plain. I came close with one of my maps.

Unless you're making a mod going outside the limits probably isn't that useful. 
Func_bobbing 
Well, extras has water trains and a vertical only door type. 
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