Ricky
#82 posted by Sielwolf on 2008/03/17 04:33:45
seal it over dude
:D :P
Mr D...
#83 posted by distrans on 2008/03/17 04:35:56
...thanks, that's the job. These Quoth2 ladders are excellent for the long slow vertical climb, or the short one not featuring combat...but in a fight area I may have to tweak my existing mechanical ladders for the sake of speed. We'll see what the testers say this time round.
Expanded Quoth .fgd
#84 posted by distrans on 2008/03/17 04:37:10
Wasn't ijed working on one?
#85 posted by HeadThump on 2008/03/17 04:38:33
that nowadays many mappers don't think it's a issue if their map can not run properly in Darkplaces.
It is not the fault of the mappers and modders who are doing nothing more than using standard compilers and writing in standard QuakeC. It is Dark Places that fails to comply. You will find many old mods bugged out when played in Dark Places.
Yes
#86 posted by Spirit on 2008/03/17 09:47:25
what HeadThump said. Darkplaces is that much away from standard Quake that it should not be considered for Singleplayer playing. Unless of course a mod has been coded specifically for it.
For a quoth.fgd you guys should maybe consider usign some wiki-sort of collaborative web thing.
Yeah
#87 posted by ijed on 2008/03/17 13:18:08
But I haven't looked at it in a while. I'll dig it out and post it. I remember it being 95% complete, but there's almost certainly holes in there somewhere - no updated info_trap etc.
That said all the basic stuff is on there with a few other additions for AguirRe's compilers, so it should make a fairly solid base if anyone wants to continue it.
I'll post it tonight.
Nice
#88 posted by steven_a on 2008/03/17 14:55:40
e1m2quoth : loved the trinity secret, outdoors area. I liked the colours and textures too - nice change for Q1, and not ~too~ loud.
Re Quoth2... damage from breakables, breakable crates and flashlights. Imho, not sure they're great ideas ... just make the game more complicated ???
Edie is a classic model. Very Q2-ish, but feels good :> The new features all look like quality programming. Was it much Quake C ?
Darkplaces
#89 posted by RickyT33 on 2008/03/17 15:25:28
Oooh - dont start!
In my level, it wont spawn any of the doors at all!!
Also im running a 8800 GTS 512MB, and it RUNS real time lighting, but it looks TERRIBLE, full white in textures around the lights.
I recommend FitzQuake, AguirRe's GlQuake or JoeQuake. JoeQuake is pretty stable from my experience! And it looks cool too! Telejano? Thats pretty good also! I think I had problems in Telejano with altering the mouse-speed but excepting that everything worked fine!
Quoth2 - steven_a - I'm just guessing, but I think Quoth2 is a MILESTONE in Quake C. Theres more Quake C alterations and additions there that you could shake a stick at! Add a little skeletal animation and you would have Half-Life 1.
Quoth2 - Preach/Kell/Necros - I love you guys!! :D
Can I be your freind?
I am loving this stuff, incorporating what I can into my map has been really good fun, kept me up so late at night I was late to work!
I still use a func_illusionary/clip brush ladder though. But it's nice to know I have options ;-P
#90 posted by Jaromir83 on 2008/03/17 16:19:54
Hi Ricky, feel free to send me your level for playtest (mail jardomir.b@seznam.cz, icq 259689233). Try to make proper ladders please. Nail sentinel? I thought you are working on base, ratsack-like level!
Hey Ricky,
#91 posted by dooomer on 2008/03/18 01:30:04
If you like Joequake, you can give Qrack a try. It's a spin-off of Joequake, but has got some nice improvements, such as autoloading a skybox (in Joequake you have to manually load the skybox, for example, in Travail), among other things.
Quoth2 Fgd
#92 posted by ijed on 2008/03/18 03:12:52
http://shub-hub.com/files/tools/quoth2fgd.7z
Its almost certainly incomplete, but the basic stuff should be there. If you update it then reupload it, but be warned, I ended up using c+p alot instead of the cascades system.
Thanks Ijed!
#93 posted by RickyT33 on 2008/03/18 11:02:28
Er.... It Says On Kells Site...
#94 posted by RickyT33 on 2008/03/18 17:50:49
...that there are forcefields. But there's no documentation to support this feature at all. Is it even used in any of the included maps?
How do you create a forcefield? :-)
Forcefields
#95 posted by spy on 2008/03/18 18:48:25
ricky, kellbase1 has a forcefield
Forcefields
#96 posted by Preach on 2008/03/18 19:22:13
Forcefields are func_togglewalls with a spawnflag set. The details aren't written up in the tutorial yet, but here's enough details to get you started:
Spawnflag 2 turns on the particle effect, making this into a forcefield. While the func_togglewall is solid, a particle effect will scroll across it. The "worldtype" key takes values from 0 to 5 specifying the direction the effect scrolls: up, down, east, west, north or south. The "colour" key should be a quake palette index specifying the colour of the particles. "speed" specifies the speed at which the wave should travel. "style" specifies the number of particle bursts that should be generated per second. Take care that style is not set too high, or the player will be flooded with particle messages, causing lag in network games.
The network warning is especially important if you want to run the map in coop, you might want to consider using the coop spawnflags to change the entity setup to something less demanding for coop mode.
Thanks For The Info !
#97 posted by RickyT33 on 2008/03/18 23:33:16
I Take It That Info_command_spawn
#98 posted by RickyT33 on 2008/03/19 16:32:17
will just act as if the command was in the worldspawn?
i.e.
"classname" "info_command_spawn"
"message" "r_wateralpha 0.4"
will just activate on the start of the level ?
Basically
#99 posted by Preach on 2008/03/19 16:52:02
Yeah, the info_command_spawn intended for that kind of command, but it has two subtle extra points. The first is that it is applied when a player spawns, rather than when the map starts. The only time this makes a difference is in coop, but using it means that each player is sure to get the command when they connect. It also gets sent again if they respawn, so if you have different fog levels in different sections of the map, setting the initial fog level with info_command_spawn ensures respawning players will have the right fog for that location.
The other thing that it does is sets the "environment variable" for the client to the command in the info_command_spawn. This means that when they load a saved game on this map, the command from the environment variable will be sent again. Otherwise it's possible that they could load another map or restart the engine, which would reset the wateralpha value. There are ways to update the environment variable for different regions of the map, but that's only needed if you're doing different fog levels/wateralpha levels around the place. If you have a global setting for the whole map, put it in info_command_spawn and it's all handled for you.
Two important additions on how to format commands though:
1) Make it "r_wateralpha 0.4\n", the extra \n on the end of the command makes it execute, otherwise players can encounter a problem where the engine misses them pressing/releasing buttons.
2) If you had fog as well as wateralpha, you shouldn't add two info_command_spawn entities as only one of them will work. Instead make one entity containing both commands separated by semicolons. Like:
"fog 0.2 0.3 0.2 0.5;r_wateralpha 0.4\n"
Sound Like I Need Me One Of Those!
#100 posted by RickyT33 on 2008/03/19 17:17:15
Nice one.
New Bad Guys.
#101 posted by mwh on 2008/03/19 21:16:44
It's strange, this having to learn new tactics thing :)
Pyros are cool, they definitely make you think again.
Edies are nasty.
Sentinels are pretty soft, they're easy to hit.
Eliminators are annoying.
My Quoth Fan-art Drawing
#102 posted by Jaromir83 on 2008/03/21 15:37:31
Hey
#103 posted by Kell on 2008/03/21 15:46:02
cool.
Ladder Issue Solved
#104 posted by Preach on 2008/03/21 21:56:07
I figured out why you can't get up the ladders in darkplaces, though I gotta tell you it was a bit of a stumper for a while. The problem is actually the size of the solid boxes around the metal grills, in darkplaces these are made too large. The size of them is calculated based on the dimension of the sprite reported by the engine.
Winquake(and presumably all other engines):
'-64 -64 -64' '64 64 64'
Darkplaces:
'-90.5 -90.5 -90.5' '90.5 90.5 90.5'
For reference, the sprite is 128x128 pixels - and one pixel to one quake unit is drawn in both engines. So why does darkplaces report such a strange value? Well, 90.5 is ~ sqrt( 64 * 64 + 64 * 64), which is the length of the diagonal line from the centre of the sprite to the corner. So I'm guessing that it's stored like that to create a corrected "bounding radius" for the sprite. This is to make sure you don't get into the situation where the corner of the sprite should be just on screen, but the engine thinks you can't see it any more.
My feeling on the matter is that this updated bounding radius should not be sent to the qc, and that darkplaces should just store it internally. I don't think this would be hugely problematic to fix, the fact is that nobody uses sprites in quake, so it's probably never been noticed before.
Sounds Missing...
#105 posted by distrans on 2008/03/27 04:39:03
I've got testers reporting missing quake.wav and quakeend.wav at level start. All are using -hipnotic -game quoth with Quoth and Quoth2 installed. I've double checked .map and the level doesn't call these sounds. Ideas?
Yeah, There Is Indeed Some Sound Missing,
#106 posted by Dooomer on 2008/03/27 05:00:18
the most noticeable one is when the game begins by playing demo1, and the explosion sound of ogre's grenade would be missing.
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