#10289 posted by Trinca on 2010/09/28 09:58:37
And the maps look very nice... some of then are rotating in NL server Ax4all
Ownership
#10290 posted by negke on 2010/09/28 12:55:38
How does it work - e.g. if a Vore is edict 100 (last entity in the list), does his missle become edict 101 then? And if he shoots another before the first one has exploded, will it be 102?
#10291 posted by necros on 2010/09/28 18:45:33
sounds about right.
and each voreball with have owner 100.
Caveat
#10292 posted by Preach on 2010/09/28 19:43:07
For a given entity slow to be used, it not only has to be free, but it has to have been free for more than 2 seconds. This is to reduce the risk that dangling references to entities which have been removed can cause bugs*. So if the missile in slot 101 was removed 0.5 seconds ago, the next missile will skip that slot and be spawned in 102 even though 101 was free.
*An example of the kind of bug this could resolve is where a monster has made an enemy of an entity which gets removed just after it dies.
The function ai_run checks if an entity has <=0 health(and is therefore dead), and if so resets the monster's enemy. If entity slots could be reused immediately, a newly created entity could replace the old one with a positive health value.
The result would be that the monster starts attacking this new entity with no provocation. This relies on monsters calling ai_run or similar at least once in two seconds - and it's not a bad assumption although it may not be 100% watertight...
More Fun With Q1 BSP :E
I've been playing with BSP to try and make some pretty stuff, and on trying to make some nice curved pipes I got this error on compile:
WARNING: CutNodePortals_r: New portal was clipped away near (-121 9 436)
Results in the vertices of each section not aligning. What am I doing wrong? :(
#10294 posted by necros on 2010/10/01 21:02:48
i don't know if those two things are related.
i've seen that warning on many maps i've made and always ignored it.
vertices not aligning is more of a rounding error. what editor are you using?
#10297 posted by negke on 2010/10/01 22:41:24
Rotated prims are prone to misaligning after compiling. It's best to turn each side of the non-angular parts of the pipe into individual brushes so everything stays coplanar.
Rebuilt It As You Suggested...
Worked like a treat, thanks :)
#10299 posted by necros on 2010/10/02 20:30:20
are there any programs out there that can read a q1 .mdl file and then output the frame macros so i can just copy/paste it into my code?
getting really tired doing that by hand.
bonus if it sets up the frame function macros too. :P
Multiple Trigger With Random Reset Duration
Anyone got any suggestions for making a repeating trigger somewhat random in reset time?
Was thinking at the moment of a trigger via Nail trap with some platforms moving back and forward blocking it...
Thats Your Answer
#10301 posted by RickyT33 on 2010/10/03 02:58:20
have some func_trains blocking the trap
Tele Effect
#10302 posted by ranger on 2010/10/03 10:26:52
about my earlier post about tele particle effects not appearing,
does Joequake have that -particle 5000, or similar feature?
#10303 posted by necros on 2010/10/04 02:10:58
i think even winquake has it, so unless it was specifically removed, it should be there.
Optimising VIS Etc
Another newbie question :p
Is there any performance benefit to making certain objects func_walls or func_illusionary. Or do you just have to eat the huge VIS compile time? :(
Yes
#10305 posted by ijed on 2010/10/05 15:15:00
Massive benefit.
Detail stuff that doesn't define your vis areas (leafs) can and probably should be a func_ unless you hit the entity limit, although given the fact that most engines worth using have this limit raised you should be fine.
This sort of thing is difficult to explain without pictures.
Massive map != massive vis time
Bad vis blocking == massive vis time
Make sure to put in dogleg corridors, doughnut sections, remember that vis ignores vertical space, and to change fiddly detail to func.
There's loads of other tricks as well, but you'll have to google them all and pick it up through trial and error I'm afraid.
I think the longest (full) compile time I've had wasn't more than 6 hours.
"vis ignores vertical space"
How does that work? :E
As In
vis doesn't care whether your area is 64 or 1024 units tall(?)
#10308 posted by necros on 2010/10/05 19:00:40
vis ignores vertical space
i'm gonna have to post a wut? here too. ne'er heard that before.
Yeah.... What?
#10309 posted by metlslime on 2010/10/05 20:48:33
I thought vis treated all three dimensions the same.
Am I About To Be Corrected?
#10310 posted by ijed on 2010/10/05 23:28:20
This is difficult to explain without a 3D diagram :P
Let's say there's a room that joins to a vertical tunnel, which 1024 units down has another room at 90 degrees - even though the rooms might not be visible to each other in game vis still treats them as if they are.
Another example - you've got a circular tube, hollow in the middle, without doors but it doesn't reach all the way to the roof (or sky) - everything outside it will be drawn the same, as long as it's not backfacing.
This was something from Q2, so maybe doesn't apply to Quake.
BSP Textures
#10311 posted by ranger on 2010/10/06 11:43:52
What tool do I need to replace a BSP's textures?
I tried Wally and TexMex
Texmex Will Do It
#10312 posted by rj on 2010/10/06 18:43:21
try again :P
Invisible moving walls...
Possible? As far as I can tell movewalls need a visible object to move around, and noclip texture causes errors on compile.
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