I Ran Into The Same Problem In The Hand
#11432 posted by RickyT33 on 2011/09/23 03:39:47
I ended up using lazers instead.
#11433 posted by necros on 2011/09/23 03:50:29
to make the bolt last longer, make a bunch of relays each triggering the lightning, and being triggered by the actual trigger.
then set incremental delays on each, so the first has 0, the next 0.2, 0.4, 0.6, etc... for as long as you want.
if the bolt needs to last a long time, you could try using a nail shooter logic gate and opening and closing the logic gate func_door to turn on and off the lightning.
Good Suggestion Necros
#11434 posted by Orl on 2011/09/24 03:24:08
Using the trigger relays, I have managed to get the result I want, close enough anyway. Only problem is the clutter of relay and trigger entities everywhere, but I guess its necessary. :)
#11435 posted by necros on 2011/09/24 04:02:11
you could always just stick them way outside the map and cover them all with a single brush so they don't cause leaks if they really bother you.
i usually just put up with them though. :P
#11436 posted by gb on 2011/09/26 00:45:04
Or just use QC.
Func_togglewall
#11440 posted by mechtech on 2011/10/16 20:57:53
Just curious why func_togglewall set to emit particles is not effected by vis. Ignored in the PVS ?
#11441 posted by necros on 2011/10/16 21:18:10
all tempEntities ignore pvs. that includes lightning.
#11442 posted by necros on 2011/10/16 21:20:00
to elaborate, it probably has to do with speed. i think it's faster to just always draw particles rather than check visibility on each one (explosions spawn a hundred or so particles).
in the case of the larger tempEntities, for example beams and explosions (and chthon lava splash), the area they can travel is quite large so simply testing pvs on the spawn point is not enough.
Yeah,,,
#11443 posted by metlslime on 2011/10/17 07:08:53
theoretically each particle effect could have a bounding box (hard-coded once someone figures out what the sizes should be) and the server could do a pvs check on each effect using the box. effects are short enough in time that it would pretty much work.
My Old Map Doesnt Work In NQuake
#11444 posted by Quid on 2011/10/26 12:44:33
Hello everyone,
I used to play Quake back in the days, back then i made a map called Battle Zone.
You can grab it here: http://www.quid.dk/temp/battle.rar
It works fine when i play it in WinQuake, but when i load it in nQuake it just crashes with this message: http://www.quid.dk/temp/battle.png :(
Another person tried the map in a clean ezQuake and it works fine there.
Anyone know why? And how i can get it to run in nQuake?
I've Never Even
#11445 posted by Drew on 2011/10/26 14:56:31
heard of nQuake!
NQuake
#11446 posted by Quid on 2011/10/26 15:22:31
nQuake is package build on ezQuake, includes everything you need as a newcomer :)
http://www.nquake.com/
#11447 posted by negke on 2011/10/26 15:45:15
The map seems to be okay, I can't see any conflicts. So it's probably something with ezQuake, possibly a wrong config setting or missing files on the server.
*something With NQuake
#11448 posted by negke on 2011/10/26 15:48:52
Seeing how much bullshit it comes with, I'm not surprised that something like this happens. You might want to ask in the quakeworld.nu forums, as the nQuake teams hangs out there. Maybe you didn't set deathmatch 0 and there's no qwprogs.dat installed?
#11449 posted by Spirit on 2011/10/26 15:50:39
i briefly tried it yesterday and it froze ezquake for me (on Linux). other engines were fine. aguirre's engine reported no exceeded limits. so I would suggest turning to the ezquake developers. maybe check what other qw engines do,eg zquake or fteqw.
#11450 posted by anonymous user on 2011/10/26 18:19:43
I tried it now in a clean install of ezQuake and it works fine, so i guess its a problem with some of the settings or addons for nQuake :(
Netradiant Help Plz
#11452 posted by anonymous user on 2011/11/05 17:38:35
How to select entire func_?
How to flip clip plane?
How to make cloned brushes shift
#11453 posted by negke on 2011/11/05 22:23:43
To select the entire func select one brush and press ctrl+alt+e. Don't know what mean about the other things. Shift cloned brushes, with alt+cursor key or what?
#11454 posted by necros on 2011/11/05 22:30:18
to flip the clipping plane with 3point clipping, in sikkpin's qe3, it's ctrl+enter. it's probably something similar in netradiant.
#11455 posted by anonymous user on 2011/11/06 21:06:38
I meant how to make the cloned brushes offset when you press 'space'.
Byte Packets
#11456 posted by Mike Woodham on 2011/11/13 16:42:05
FitzQuake - Warning: 1034 byte packet exceeds standard limit of 1024
What is this telling me that I have done wrong?
(Pulling the mothballs out of FMB-BDG)
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