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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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I Ran Into The Same Problem In The Hand 
I ended up using lazers instead. 
 
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 
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. :) 
 
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 
 
Or just use QC. 
Func_togglewall 
Just curious why func_togglewall set to emit particles is not effected by vis. Ignored in the PVS ? 
 
all tempEntities ignore pvs. that includes lightning. 
 
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,,, 
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 
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 
heard of nQuake! 
NQuake 
nQuake is package build on ezQuake, includes everything you need as a newcomer :)

http://www.nquake.com/ 
 
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 
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? 
 
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. 
 
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 
How to select entire func_?
How to flip clip plane?
How to make cloned brushes shift 
 
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? 
 
to flip the clipping plane with 3point clipping, in sikkpin's qe3, it's ctrl+enter. it's probably something similar in netradiant. 
 
I meant how to make the cloned brushes offset when you press 'space'. 
Byte Packets 
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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