Yeah
#12155 posted by Preach on 2012/10/05 21:11:28
Which way round was it broken? It was failing to wake monster with the flag set, right? Not waking everyone without the flag
#12156 posted by necros on 2012/10/05 22:39:18
yeah, basically nothing happens when you turned on the setting. They would spawn in one at a time, but because they weren't awake, only the first would spawn and the spawner would wait until the space was free before spawning again.
Frame Rate Too Fast
#12157 posted by Mike Woodham on 2012/10/12 21:58:28
FitzQ .85 - is it possible to slow the frame rate down by some command? I have an effect that doesn't quite look right and I want to slow it down so that I can see what's happening. (Intel i7 is just too damn quick!)
#12158 posted by necros on 2012/10/12 22:14:11
This is the multicore timing bug. The only way to fix it is to use a different engine afaik. Quakespasm is a good alternative. :)
New E-e-e-engine?
#12159 posted by Mike Woodham on 2012/10/12 22:33:00
...me trembles with fear...
Wish me luck, and if I don't return I leave my goldfish to Mildred, and my conkers to Jeremy.
Wait
#12160 posted by Preach on 2012/10/12 23:31:32
Mike, if you just want to turn on slow motion for testing purposes, the command you are looking for is:
host_framerate.
I find that setting it to 0.002 gets me a slowmo which I can study animations by, but my understanding is that the appropriate setting varies depending on the computer (so you couldn't use it to make good a bullet-time powerup)
Phew!
#12161 posted by Mike Woodham on 2012/10/12 23:46:40
My bacon is saved, and I get to keep my conkers after all. Thanks Preach.
#12162 posted by necros on 2012/10/12 23:48:27
Oh sorry, I misunderstood when you mentioned the i7. :)
You can also try host_timescale which is in fitzquake engines only. 0.5 is half speed, 1.0 (or the default 0) is full speed.
Pretty, Pretty
#12163 posted by Mike Woodham on 2012/10/13 00:08:12
It's staggeringly pretty in slow-mo.
(but it does show nails appearing from the side of the gun and not from the end of the barrel)
#12164 posted by metlslime on 2012/10/13 01:01:31
yeah i created host_timescale because host_framerate is sort of confusing to use.
Wtf.....
#12165 posted by Fern on 2012/10/17 06:48:27
Put succinctly, my map currently runs awesomely, until I light it. After running light, the monsters start spawning above the ground, getting stuck in the air, and walking through walls.
Any idea how the HELL this is possible?
Vondur...
#12166 posted by JPL on 2012/10/17 21:20:53
... do you have flying shell boxes that attack you with Scrag green fireballs ?
If it is the case, then it is because you loaded a saved file generated from the previous version of your map... I experimented this kind of behavior and it indeed a kind of "surprising" :)
Jpl
#12167 posted by Vondur on 2012/10/22 09:20:54
what?
Oh Shit..
#12168 posted by JPL on 2012/10/23 20:03:44
.. sorry Von, I've been screwed by the green color of Fern's name. Actually post #12166 was for Fern :P
JPL
#12169 posted by madfox on 2012/10/23 21:57:27
I had the same on responding you for jtl.
Someone must have made that teleporter, falling out in small cubes.
Is it possible to create an entity in Quoth that would sit and quietly emit a rocket/grenade trail?
Yes...
#12171 posted by ijed on 2012/10/25 19:52:34
Search the teaching old progs dat thread. What you need is to assign a mdl - either the rocket or grenade (or create a new one which is empty but still has the rocket or grenade trail flags on) to an entity.
I think the method is to apply such a model directly to an info_notnull.
The difference between the two trail types is that the rocket has the glow decal.
#12172 posted by necros on 2012/10/25 20:17:49
One caveat to that: non-moving particle emitting entities do not emit particles. :(
What you could do is make a one vertex model with an emitting flag set, attach that as a model on a func_rotate_train and have it move between two path_rotates 1 unit apart at a very slow speed.
Preach Argues Against Hacks
#12173 posted by Preach on 2012/10/25 20:21:54
I know I'm usually the one suggesting hacks, but this case I'd say don't. Firstly because hacks are a problem in mods that might release a new version: either the people making the mod need the testing power of a major studio to catch potential breakages, or you run the risk of your map being broken by a patch. We don't have that kind of testing, so why take the chance?
The second reason you shouldn't use a hack is that there is an entity specifically for this purpose: mapobject_custom
http://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/quoth_tutorial.html#mapobject_custom
Make a model with your required flags and away you go.
Once you've done that you might find that no trail appears from an object that isn't moving. If so then look at spawning an invisible model with the grenade trail set using the info_rubble
http://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/quoth_tutorial.html#func_breakable
There is a model called air.mdl in the quoth pak which is intended for this purpose (it's the effect used by the polyp breath attack).
ta for the info guys :) Will try it when I build up the motivation again :p
Quoth Polyp Question
#12175 posted by than on 2012/10/27 06:53:16
negke mentioned that they have two skins... but I have no idea how to change the skin. I want one to match a blood theme and negke said there was a brownish one, which might work better than the red one.
#12176 posted by necros on 2012/10/27 07:16:07
i think by just setting 'skin' to '1'. there's no 'official' code to support the skin.
incidentally, fitzquake allows -quoth which can be used in combination with -game, so you could make a mod dir with a new polyp skin and then you would run quake -quoth -game than and the 'than' mod files would override quoth files without interfering with quoth itself.
Quoth..
#12177 posted by JPL on 2012/10/27 10:13:34
Thanks
#12178 posted by than on 2012/10/27 10:29:03
I will try that (the skin 1 thing). I looked at a polyp with impulse 101, but I didn't spot any skin parameter so I thought maybe it wasn't suppported, and that negke was just dreaming.
JPL: thanks, the guide is very helpful (was already using it) but there are quite a few small things missing from the doc.
Vermis, Very Miss
#12179 posted by Mike Woodham on 2012/10/27 11:03:59
Does anyone understand the Vermis?
I have placed the bottom of the Vermis bounding box 128 units below the 'ground' level. At that height, when I stand next to the Vermis he can't bend down low enough tp grab me.
Also, when on an elevated section and behind a wall that is low enough for me to see and shoot him without having to jump, he does not see me and continues to shoot at the last point that he has sight of me (before I went behind the wall). That means I can just move along the wall and continue shooting until I kill him without fear of being killed. If I jump up, he sees me OK but when I move along the wall again, he just carries on shooting at the last point and I can carry on shooting him with impunity.
Is this normal Vermis behaviour?
Is there an optimum height for placement so that he can grab me when I try to run past him?
Is there enything I can do to ensure that when I can see him, he can see me?
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