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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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But It Doesn't Contain Func_hordespawn. 
why do you need a func_hordespawn???

just leave it alone...... 
@ MadFox 
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 
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, 
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: 
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 
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? 
Any chance of a release of the quoth sources?

:D 
Hehe 
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? 
I miss him. 
Jpl 
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. 
 
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 
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 
That's too bad. 
Lost 
my specs.., 
 
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! 
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. 
 
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 
Urban maps on Quake 1 are hard to do, they would look bad. Quake 1 is made for indoor environments. 
Hmm 
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. 
 
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 
that was sleepwalker's map rtz, to name a few 
Screenshots 
Thanks 
i couldn't find it 
Hmm 
No. That wasn't the one I was thinking of. I shall attempt to track it down.

I'd actually forgotten about RTZ, good map. I think the author name is wrong on MPQ tho. We all know Sleep doesn't contribute anything. 
Tiddles Uses Industrial Textures 
Tiddles uses industrial textures in all his recent deathmatch maps.

http://www.quakeworld.nu/forum/viewtopic.php?id=4742 
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