Hm
#11498 posted by ijed on 2011/12/12 00:56:36
I was only remembering, now we use progs for that sort of stuff.
Want an (unpaid) job?
http://icculus.org/remakequake/forum/index.php
If not, then your only recourse is an altered progs - no doubt Preach knows a decent way of doing things in id1. I managed it once under Quoth, but as I remember it was very limited and only with melee enemies.
MoonDrunk
#11499 posted by ijed on 2011/12/12 00:58:54
I think that's an engine issue.
#11500 posted by negke on 2011/12/12 01:44:53
Nonsolid sky: Txqbsp does it automatically, Treeqbsp needs the -transsky switch for it to work.
'Monsterclip': Low trigger_monsterjump works just fine, but 10/10 sounds a tad low. Experiment with the values - so that the monsters don't get stuck, but don't visibly jump, either. It's not a perfect solution, but it does the job.
#11501 posted by Moon[Drunk] on 2011/12/12 23:17:25
I guess I should have tested it in another client as it seems that DarkPlaces always have solid skies :(
Btw whats the difference between Txqbsp and Treeqbsp and when is one preferred over the other?
#11502 posted by necros on 2011/12/13 00:45:36
first, i'd use neither, unless you are talking about aguirre's versions of those compilers. second, txqbsp is better iirc, since aguirre spent more time on it. i've noticed it seems to handle complex brushwork better but that's nothing concrete.
Moon
Make sure you have all the faces of a sky brush covered in a sky texture.
#11504 posted by gb on 2011/12/13 02:21:50
Find LordHavoc on irc.anynet.org and tell him :-P
Tx vs Tree: Tree always worked well for me, but I agreed to switch to Tx when it came time to choose a compiler for BSP2, simply because everyone else seems to use Tx and I wanted to avoid an unnecessary conflict. Greg lewis did good work with Tree but MH said the code was pretty messy when compared to Tx.
Tx compiles all my maps fine, and the BSP2 version compiles all RMQ maps just fine and supports proper bmodel rotation as well.
I guess the BSP2 tools should be in the RMQ Demo 3 as well as the engine, but we should make it clear that these tools / that format is experimental.
Yeah
#11505 posted by ijed on 2011/12/13 13:24:09
But they are things that the community has been wanting for a long time - "no limits" mapping with colored light support, proper rotation (qc dependent) multi-threading as standard and a few other features.
See no reason not to include them, even though they are beta.
Woot
#11506 posted by DaZ on 2011/12/13 17:06:33
mh mentions on his blog that high resolution lightmaps are becoming a possibility in Quake due to some new tech he has written.
Just wanted to say FUCK YES PLEASE to that, the sooner the better :D
Oh Yeah
#11507 posted by ijed on 2011/12/13 17:34:38
Forgot about that one.
#11508 posted by gb on 2011/12/14 04:25:06
I appreciate the dry humour there.
Stop The Fighting Start Uniting!
Is there any way to stop Quoth monsters infighting? I know knights of any kind wont fight each other, would like to have base monsters behave the same way and dont agro at their enforcer brothers.
Don't...
#11510 posted by JPL on 2011/12/14 08:25:23
.. put them in the same room :P
Netradiant - Cant Load Textures
#11511 posted by Ziffin on 2011/12/14 08:32:15
Im using netradiant to map for quake1 but i cannot find away to load a texture directory. What does work though is if i load a map and have the textures available at the correct dir on disk. Then the textures for that map is loaded and i can use those. Am i missing something in a cfg file?
Netradiant looks for wads in
quake\ID1\
NetR
#11513 posted by Ziffon on 2011/12/14 19:10:49
Thx works like a charm now
And Also
#11514 posted by Rick on 2011/12/14 19:16:08
If you mean when the map is compiled and played the textures aren't there, you need to make sure the texture wad is listed in the map file so bsp can find them. NetRadiant doesn't add this automatically like Worldcraft did. It goes in entitiy 0, like this:
// entity 0
{
"classname" "worldspawn"
"message" "Wishes 2011 Edition"
"worldtype" "0"
"sounds" "10"
"wad" "c:\quake\ID1\rk_quake.wad;c:\quake\ID1\quake101.wad"
Trigger_counter Doesnt Count...
#11515 posted by anonymous user on 2011/12/17 21:13:53
I have 2 ogres that target a trigger_counter. There is a hellknight in that area also. Sometimes the hellknight will kill one of the ogres and then the trigger_counter doesn't fire its target. What causes this and is there anyway to fix it short of removing the hellknight? I can't make the HK target the counter also, because it's already got a path_corner target.
#11516 posted by necros on 2011/12/17 22:05:30
are you sure it's not firing it's targets?
the counter code will always fire it's targets, regardless of who the activator is, but it's only the message that doesn't print if the activator isn't a player. (so if you're firing a relay with a message, the message on the relay won't display either).
Cooperative Effort
#11517 posted by Preach on 2011/12/18 01:42:58
Quoth offers a way round this if you turn on the broadcast flag on your trigger_counter. Broadcast makes the counting message appear to all players connected to the server (the default behaviour only prints the message to the player who got the kill, hence no message to anybody if a monster gets the kill) and is designed for Coop. Happily in single-player the only difference it makes is to fix the above abnormality.
It May Just Be Some Random Quirk...
#11518 posted by Rick on 2011/12/18 06:52:12
I've run into a lot of odd stuff over 4 years of playing around with this level. So I'll test it some more before I throw it out completely. It's not the messages, they're turned off.
There are two Ogres that (are supposed to) fire a trigger_counter once both are dead. That trigger_counter then activates some Scrags (3), which (via a second trigger_counter) open a Door - once all three are dead.
It's pretty obvious when the door doesn't open, it stops any further progression.
I prefer the effect of the HK at that spot, but I'll probably change it to an ogre to avoid any in-fighting issues just to be safe.
Checking
#11519 posted by Preach on 2011/12/18 12:23:54
So do the scrags activate? What happens when you kill them?
#11520 posted by negke on 2011/12/18 12:26:03
Quoth supports target2, target3 etc fields, so you could make the HK target the counter as well.
A hacky workaround for situations where things don't work if the activator is not the player - usually centerprint or waking up other monsters - is putting a large activatable trigger (info_notnull hack) in the area and make the counter fire that. It'll activate the trigger which is then touched by the player and everything's fine. This isn't necessary for opening a door, though.
Monster Path + Tager
#11521 posted by negke on 2011/12/18 12:44:07
By the way, in case someones didn't realize, monsters on a path can still fire a target upon death as long as it's the same targetname as the path_corner they're initially linked to.
Trifecta
#11522 posted by negke on 2011/12/18 12:51:05
And in a case like Rick's, a trigger_relay with the targetname of the monster's path_corner which then fires the counter.
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