I think the (now pretty dodgy looking) fgd I have doesn't include the hordespawn. It has a 'groupspawn' I think, but I tried it and didn't do anything.
Not particularly fussed though really. And seeing the ranks of enemies lined up is kind of fun :)
Anyone Got A Copy Of A Good .fgd
#10263 posted by RickyT33 on 2010/09/24 15:08:46
for Quoth 2.1? I found preach's one here:
http://www.btinternet.com/~chapterhonour/quoth2.fgd
But it doesn't contain func_hordespawn.
But It Doesn't Contain Func_hordespawn.
#10264 posted by spy on 2010/09/24 21:44:54
why do you need a func_hordespawn???
just leave it alone......
@ MadFox
#10265 posted by megalodon on 2010/09/24 22:47:17
Thanks. Yes, that's a way to do it. Perhaps I misunderstood the BSP tutorial, but I thought the idea was to use the sky texture on the brush that is supposed to cast the shadow.
But this is a cool effect nevertheless. I'll keep it in mind.
Func_hordespawn
#10266 posted by necros on 2010/09/25 00:50:01
is less useful in quoth2 as preach broke the code that makes monsters wake up (the trigger_awake spawnflag is equally broken).
so when you use them, the first monster spawns but subsequent ones won't until the first monster is awakened by sight.
this is why the hknights that spawn in the end battle of ne_tower spawn on a little pad outside.
they originally were supposed to spawn inside the tower that the walkway connects to and run out chasing after the player. the idea would be that you'd never see where they came from, as if they were just charging out of the tower instead of teleporting in.
To Be Fair,
#10267 posted by necros on 2010/09/25 00:50:52
i don't blame preach for either accidentally or intentionally breaking the monster wakeup code as the implementation in quoth was very very bad.
Megalodon:
#10268 posted by metlslime on 2010/09/25 02:00:15
in e1m5, i think there's a "Q" made out of solid brushes, inside a sky brush. The sky doesn't block light, but it does prevent you from seeing the Q shape in the air.
Func_hordespawn
#10269 posted by Preach on 2010/09/25 03:01:56
The func_hordespawn doesn't appear in the fgd because it's been "rebranded". Because it's a point trigger, not a brush, the official name for it now is the info_groupspawn. The func_hordespawn name still works for legacy maps.
And yeah, I broke the awake monster code, so sorry about that again!
Quoth Sauce?
#10270 posted by jt_ on 2010/09/25 06:01:38
Any chance of a release of the quoth sources?
:D
Hehe
#10271 posted by necros on 2010/09/25 06:03:22
i remember arguing over that with kell.
his reasoning was that infos are point entities and func_s are brush models.
my reasoning was that funcs accomplish a function (ie: do something) where infos are merely for positions and such (player starts and teledests and all that).
:P
Where Is Kell?
#10272 posted by generic on 2010/09/25 14:00:55
I miss him.
Jpl
#10273 posted by madfox on 2010/09/25 17:52:06
There 's a copy of the quoth.qc on my harddrive.
I'm not sure if it is what you search,
only that I agreed to not share it on third parties.
It's from 2005, when quoth was released.
#10274 posted by necros on 2010/09/25 22:09:38
madfox is talking about http://qexpo2005.quakedev.com/booths.php?tag=necros which is the Lost Chapters source code. it contains (iirc) the drole (pre-nerf), flying polyp, night gaunt, voreling and the vermis as well as some other sundry code such as spawning.
i would recommend not basing a mod off that source as my coding was extremely shoddy in those days. it still is, in some ways... -_-
it's really rather embarrassing, especially when we've got some professionals running around here.
MadFox
#10275 posted by JPL on 2010/09/25 23:42:59
I'm sorry but I never asked about Quoth sources... I guess you are not addressing this post to the correct guy (who's name is jt_).. I guess you misread :P
Anyway, thanks a lot for the support to my "incomplete clone" ;)
Madfox
#10276 posted by jt_ on 2010/09/26 01:10:46
That's too bad.
Lost
#10277 posted by madfox on 2010/09/26 02:53:15
my specs..,
#10278 posted by necros on 2010/09/27 03:49:57
is there any q1sp with kingpin textures? including speedmaps.
taking a break and decided to try kingpin out for fun. turns out there's a huge amount of textures (and a lot of trim!). very cool and fun.
So Many Dude!
#10279 posted by Drew on 2010/09/27 04:27:51
I did a SM with those once. 105, I think.
most of Than's early speedmaps used them, and I think he used them most creatively/ interestingly.
#10280 posted by necros on 2010/09/27 06:33:54
i liked yours. than's we're nice too, but they didn't feel very 'urban'. i don't think he was going for that either.
Kingpin
#10281 posted by RaverX on 2010/09/27 15:33:19
Urban maps on Quake 1 are hard to do, they would look bad. Quake 1 is made for indoor environments.
Hmm
#10282 posted by nonentity on 2010/09/27 18:36:45
There was one ages ago. Either by Killjoy or Kickin Ken. I think. Someone beginning with K certainly. Had the black and white check floor texture in a lot of it.
Someone may remember what is was better than I.
And yeh, awesome texture set.
#10283 posted by necros on 2010/09/27 19:19:42
i think maybe urban was the wrong word. urban/industrial (or just plain industrial with bricks). if you mixed in another texture set, could do something wild like that city of lost children movie.
i wonder if it's possible to get kingping, jackboot and deadmeat to work together...
Yeah
#10284 posted by spy on 2010/09/27 19:26:25
that was sleepwalker's map rtz, to name a few
Screenshots
#10285 posted by SleepwalkR on 2010/09/27 21:08:45
Thanks
#10286 posted by necros on 2010/09/27 21:45:57
i couldn't find it
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