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)
Overflow
#11457 posted by Preach on 2011/11/13 17:53:58
This is the more informative fitzquake version of "Packet overflow". Fitzquake itself isn't hampered by packet overflow (in single-player, at least), but it sends the warning to let you tweak things for other engines. The usual fix still applies - reducing the number of updates at once.
Radiant And Win 7
#11458 posted by Blitz on 2011/11/14 04:45:37
Is there a version of Radiant that works with Win 7? It seems like the last couple of times I've gotten the urge to make stuff for Quake, Radiant has had funky issues where I had to change my graphical settings in Windows just to get it working.
#11459 posted by negke on 2011/11/14 09:37:56
All you need to do is disable visual themes (=Aero) in the compatiblity tab. Netradiant does it automatically - try if it works for you, I had some issues with it and stayed with 1.5.
how do you light compile a bsp model for quoth?
One Way
#11461 posted by Preach on 2011/11/19 11:12:57
There are lots of ways of doing it, if you know how to do it for hipnotic then that way still works. The external model supports allows for another way which I think is easier, and I'll explain that one now.
Create a new map file and build your rotating bsp model in it. Think about where you want the centre of rotation to be for your model, then move the brushes so that the centre of rotation is at the origin of the map (0, 0, 0).
Then compile your map as rot_mdl1.bsp. Return to your main map and add a point entity with classname rotate_object_point. Set the model field of this entity to maps/rot_mdl1.bsp and then compile and run the main map*. You should be able to find the rotate_object_point you just added and see the rotating model you built in fullbright.
All that remains is to open the rot_mdl1 map file in your editor and add some light entities around it, then recompile it. It's up to you to make the lighting believable, bearing in mind that your model will rotate, so keeping it fairly flat is advised.
* Question for the floor: Is maps/ the right folder for external bsp models to live, morally speaking? The guide puts it there because it's simple, where the compile process naturally puts maps. This makes it easy to compile it, check the lighting in-game and then adjust and repeat. But I think there's a case for these models to belong in another folder for released maps, either progs/ or a new folder like mapobj/.
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