Thanks Guys, Thought It Might Be The Door
#11253 posted by Drew on 2011/06/19 00:19:50
One More Possibly Stupid Q
#11254 posted by Drew on 2011/06/19 00:23:00
I want 6 buttons which will target a trigger_counter. but I want each one to also target an info notnull explosion. I know in Quoth I could simply make target2. Should I be relying on relays here or what?
Drew: Yes To Relays
#11255 posted by Preach on 2011/06/19 01:26:28
You'd need to give each button a unique target and give the notnull the corresponding targetname. You'd then need six relays each triggered by one button, so that all the relays target the counter. Each relay has a different targetname, but the same target.
Are you using Quoth or not? :E
2 Unit Brushes Versus Qbsp
#11257 posted by madfox on 2011/06/19 05:56:18
some of the face-coordinates are too close together, and may cause troubles for some build-tools
error Quark6.1 ~ QBSP
If I ignore it compiles fine.
I couldn't find it in ToolTips.
I have some small brushes on lights that are ore only 2 units. If I turn them into func_wall they may be no problem for vis but then I loos my light additions.
What can I change, surround it with a brush clip?
Muad'Clip (Children Of Duh)
#11258 posted by negke on 2011/06/19 14:32:18
Re: scrags vs teles
Apparently flymonsters need a little more room to move for said setup to work. The teleport triggers were 8 units wide and placed against the wall. Making the room some 32 units longer, so they are now more in the open, allows the scrags to touch them properly when flying in the direction of the player. Seems they clip differently to the world than walkmonsters or something.
Thnx
#11259 posted by Drew on 2011/06/20 06:29:16
prbly wont do it anyway though
Ugh
#11260 posted by Drew on 2011/06/21 07:18:02
this is supposed to be an SM but still having problems here. a trigger, which was targetting a door, is no longer targetting a door. It is set up to do so as any other trigger would be, but it isn't working. any suggestions regarding what could be the problem/questions that might help?
#11261 posted by necros on 2011/06/21 09:38:27
door_dont_link on/off on the doors in question? that will be 90% of the problems with doors. :P
also note, linked doors with a target on each will trigger multiple times, just like unlinked doors.
linked doors with the same targetname will have problems too. i think they just don't open if there's an even number of doors.
Yeah
#11262 posted by ijed on 2011/06/21 16:49:47
That's probably it.
A normal door without that flag looks for any other door touching its trigger area, and links it's movement to it.
If it's targeted by a trigger then that breaks.
#11263 posted by negke on 2011/06/21 17:19:47
Not its trigger area, only the actual brushes. But yeah, when in doubt always set door_dont_link.
Door Don't Link
#11264 posted by Drew on 2011/06/21 17:30:41
is set.
I have tried rebuilding the door. I have tried rebuilding the trigger.
I cannot figure out what it is that I changed to make the scenario which initially worked stop working.
there is a trigger once in front of the door in question, meant to trigger it. Aftewards, an ambush is meant to launch. After six buttons have been pressed, the aforementioned door is meant to lower. doors are not set to link, the door revealing the ambush monsters has a different targetname.
This is officially NOT a speedmap any longer. this sucks.
#11265 posted by negke on 2011/06/21 18:28:21
Probably something that's too obvious to easily spot. Check angles, lip, wait, toogle, targetnames, other doors that might reach there in their extended position etc.
Yeah
#11266 posted by Drew on 2011/06/21 19:01:45
I'm gonna take a break and see if it becomes apparent next time I look at it. if not, fuck it, I will streamline.
There Are Two Great Scraps From Czg
#11267 posted by spy on 2011/06/22 14:43:43
czg05 & czg17, maybe we should start some competition to finish these maps? anyone? or negke should look at them, or maybe czg himself could make it. (please czg) :)
i tried to combine two maps into one proper map, but i stucked for lack of inspiration for almost three years now.
#11268 posted by necros on 2011/06/22 20:31:16
i'd sure like to see something made out of czg05 scraps. or even just with lunaran's doom textures.
Yeah
#11269 posted by Drew on 2011/06/22 20:47:35
that shit would have been incredible. that scrap as it is is pretty incredible, actually.
SKIP And DarkPlaces
#11270 posted by negke on 2011/06/22 21:49:21
Skip as a visiblity blocket does not work on DarkPlaces as its traceline hits surfaces, not solids in the bsp like regular engines. It still clips, but monsters can see through it.
Skip should only work if it unlinks the texture from the leafs, which the current ones don't.
There may be a DP gameplayfix (default off), but it's uncertain.
So... once again DP fucks us over. >:(
No doubt it's all logical and technically correct, but as so often incompatible to 'standard' Quake engines.
Well...
#11271 posted by metlslime on 2011/06/22 22:29:57
Current skip tools are built on a hack, which only works if your engine follows closely to how stock engines handled BSPs. (for example, Fitzquake 0.75 doesn't support skips because I didn't know about them at the time. (Fixed in 0.80.))
So it's not really darkplaces' fault that the hack fails, unless LH considered it a priority to support levels that use it (which would be nice, but then again skip is more of a mapper thing, and Lordhavoc lives more in the modder world, and things that are important in one community are sometimes not even a blip on the radar in the other community.)
#11272 posted by negke on 2011/06/22 22:57:07
Yes, that makes sense.
I always consider the old stock engines as benchmark for all things Q1SP and I can't recall a single map of mine where I wasn't screwed by DP in one way or another. But then the response is all "don't use hacks then, use qc" and I'm wtf, mind the roots, even though there's some truth in it. It wouldn't be much of problem if the engine was only popular among the modders, but unfortunately every other newbie uses it as well which can easily lead to confusion when encountering such an issue. Oh well.
Just posted it as FYI to keep in mind the people here if using skip in their maps.
QRadiant 1.5
#11273 posted by madfox on 2011/06/24 19:53:46
I got the program running, but it can't find my mapfile.
So I took the map that comes with the program but I still receive the error.
What is wrong with the path file?
http://members.home.nl/gimli/donkey.jpg
#11274 posted by RickyT33 on 2011/06/24 21:39:48
hqbsp?
use \ instead of / ?
#11275 posted by madfox on 2011/06/24 23:34:03
I just used the internal build path from Qradiant. The screen says [bsp] [*.map]
#11276 posted by gb on 2011/06/25 21:45:48
It seems to expect the map in id1. That's crap I think. Try compiling by hand (not using the build menu, but run the compilers in a terminal). That's what I do.
Or change the settings for the build menu.
Right
#11277 posted by madfox on 2011/06/26 06:14:57
Thanks, I'll try it out.
I placed the map in Id/maps.
When it didn't work I chose the one in C:\Program Files\GtkRadiant 1.5.0\q1.game\id1\qr001.map
It seems the program GtkRadiant/hbsp diesn't see the map
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