Autosave
#10705 posted by ericw on 2011/01/12 00:35:40
Did you guys see my autosave engine patch? It saves when you pick up health (with certain restrictions, like no more frequently than every 30 seconds).
http://www.celephais.net/board/view_thread.php?id=60172&start=320
I've been playing a lot of maps with it over the past few weeks and it works pretty well; the slight pause is only noticeable on really big maps. I couldn't go back to manual saving again!
Gb
#10706 posted by Spirit on 2011/01/12 08:52:56
The #1 reason for frustration is "Oh no, now I have to do all that crap again just to get back to where I was." So after the player did "all that crap", ie beat a challenge, give them a savepoint / checkpoint.
The #1 reason for frustration is the crap itself. Make good maps, then there is no need for holding the player's hands.
Wrong
I love czg03, but if I died in the middle without having quicksaved I wouldn't be willing to replay it from the start all over again.
Woo Another Limit Warning Yays!
MAX_MAP_NODES
Only came up with it during a compile with a leak, after fixing that it hasn't, but again, curious as to exactly what it's refering to :)
You Might Find This Very Interesting
#10709 posted by RickyT33 on 2011/01/12 18:07:09
Zealousness.
http://qbism.com/index.php?topic=12.0;wap2
Written by AguirRe (Bengt Yardrup who wrote TxQBSP and TreeQBSP, and the core of the lighting and vis tools which most of us use) the above linked document contains a lot of explanations for a lot of the errors and warnings.
#10710 posted by rj on 2011/01/12 18:54:10
i agree with otp over spirit re: replay frustration. just because something is fun when you first play it through it doesn't mean that being forced to imminently repeat it all will be fun too. and even if it isn't a particularly *fun* section, getting through it the once will probably feel rewarding. erase that reward and then it just becomes frustrating..
so this is a positive development
Thanks Ricky :)
Also, I'm finding some ideas where a single map probably isn't enough to fully demonstrate and tutor the player. You want to have a unique sequence, but it may just be impossible to fully equip the player before they go in. This is particularly true if you are making something trap infested.
Although it's bad practice to expect the player to need to repeat something, I think it is unavoidable in many places. It's also a very easy situation to reach if you want to challenge the player. Showing the player exactly what's going to happen and when, AND giving them a really tough challenge (which I want to do for skill 2) is very very difficult.
I think it's an issue for skill 0 and 1 which are the skills I'm most worried about getting wrong. If you don't have thick skin then skill 2 isn't for you period.
Plus I happen to think that if you aren't dying at least a bit you aren't *really* being challenged. Thinking how much I died trying to get through the mega hard WADS of Doom 2. You do get a sick satisfaction out of it, even if you did quick save a lot.
Re Rain
#10713 posted by Spirit on 2011/01/13 16:56:20
http://www.quaddicted.com/stuff/koohoo_lightning.avi
No actual rain there, I don't really remember why. Anyways, i love the atmosphere of that. Used Quoth and samples from the freesound library iirc.
Spirit
#10714 posted by Vondur on 2011/01/14 09:08:03
nice!
#10715 posted by necros on 2011/01/14 20:47:12
that is really really awesome looking (and sounding!) spirit.
i actually remember when you first posted that like... a couple of years ago, and it's still great. it's amazing what a few sounds and flickering lights can do.
Hammer 3,3
#10716 posted by DaZ on 2011/01/15 18:43:44
anyone got a dl link handy? I seem to have lost my installer :P
Also, I just upgraded to an i7 system at Christmas so if anyone has any vis-killing maps they want compiled feel free to throw them my way and I'll throw them at it :)
Quakeone.com/qadapter
#10717 posted by jt_ on 2011/01/15 23:28:41
I think it's there.
Thank You!
#10718 posted by DaZ on 2011/01/16 00:11:26
#10719 posted by kaffikopp on 2011/01/16 13:41:06
I'm having a really strange and annoying problem with a particular section in my map. The player won't step up the third stair step in the image, even though it's the same height (16 units) as the other steps, but when hugging the wall it works, otherwise the player has to jump up the step. Weird thing is this staircase was copied from another area, and the other one works just fine. I even tried making it from scratch again, deleting the curved walls and trim surrounding it to see if that would fix the problem, but no luck. No thin faces/microbrushes/etc shows up in error searches either.
http://img199.imageshack.us/img199/9302/tmpquark000070.jpg
my brain
Obvious Clipping Issue
#10720 posted by JPL on 2011/01/16 15:03:17
The way the stairs is build certainely create a clip that prevent the player to move forward.
It happens generally at the junction of 2 polygons... It happens sometimes.
What you can do is to add a very tiny clip brush onto the faulty are in order cover the stair and prevent the issue....
You can also check the polygon corner coordinates to check whether it is still on-grid after copy-paste... and correct it if it is not the case...
Armour Missing
#10721 posted by Mike Woodham on 2011/01/16 20:52:47
I have some armour resting on a 16 unit wide bar. When I load the map, it is not there and I do not see a 'bonus item fell out of level' message. Is there a minimum amount of 'support' that is required to hold armour in place - I tried a clip brush and that had no effect.
I have a horrible feeling that this is one of those things that everyone else knows about except me!
Spiral Stairs
#10722 posted by ericw on 2011/01/16 21:15:00
Maybe try making the stairs a func_wall, or even making each stair a func_wall? Spiral staircases are pain :-/
Mike
#10723 posted by negke on 2011/01/16 21:35:10
I think the item needs a ground that's at least four units wider than the bbox - 40*40 in this case. No "fell out" warning suggests the armor only falls through the bar and ends up on the floor below. If you don't want to make the bar wider or make it two, you could use one of those self-removing func_walls to make the armor float on the bar.
Ah, More Armour
#10724 posted by Mike Woodham on 2011/01/17 00:27:05
And the armour needs at least 32 head-height
#10725 posted by kaffikopp on 2011/01/17 07:19:54
@JPL: I understood it was a clipping issue, but I didn't get why it was occuring. As I said, I removed the copied stairs and remade them from scratch (and yes, on grid), removed the brushes surrounding the stairs in case they for some reason caused the issue, but it still didn't work. And it only happened to that particular step, no others. Turning them into func_walls did nothing, so I ended up doing as you said and made a small clip brush in front of the offending brush, and that seemed to do the trick. Still have no idea why it occured in the first place though...
Bernsten
#10726 posted by JPL on 2011/01/17 09:51:49
Glad you found a solution ;)
Mike
#10727 posted by negke on 2011/01/17 10:14:43
All items need a total height of 60 (4 higher than their bbox). So maybe the 16 bar wasn't the problem, just the low ceiling? This my editors that only display the models are counterproductive and the reason so many maps have missing items and stuck monsters.
#10728 posted by negke on 2011/01/17 10:15:14
*This is why
Berntsen
#10729 posted by ijed on 2011/01/17 13:15:07
Which wall did you have to hug in order to walk up normally?
The fact that you could jump up them makes me think it's not a clipping issue with the geometry in that shot, but with something else intruding into the space.
That the stairs were copied and working elsewhere is suspicious as well.
The clip brush is a slope?
Also, I can't tell from the shot, but it looks like on the right the interesection of the brushes might be off grid. I doubt that'll cause the problem you were having, but its worth bearing in mind that on grid doesn't just mean the corners but also where the edges of brushes cross each other.
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