#12255 posted by necros on 2012/11/29 00:29:49
k, I had a chance to look over my code and I remembered:
In order to do what you are doing, you need to set 'wait' to 999999. As long as the sound has it's own loop points (as that one does) it will work fine.
As An Aside
#12256 posted by - on 2012/11/29 02:13:46
At the end of scampsp1 I had tried to use Shub's death sound at the start of the end battle, and it turned out to be looping... I threw so many millions of entities at it to kill the looping behavior... but uughh *shudder*.
The Funny Thing Is
#12257 posted by - on 2012/11/29 02:14:21
sometimes it actually did turn off!
Stopping Sounds...
#12258 posted by JPL on 2012/11/29 07:32:54
I made it "Fort Driant" map, stopping the looping sound of the central nuclear power plant.... as far as I remeber the idea is to chain triggers that loops, and one is triggering the sound. note the sounds doesn't have to have loop marker, as it is repeated by trigger... so with a kill target, it is possible to break the chained trigger , hence breaking the loop, and then stop the sound...
dunno whether it is clear enough...
Other option is to exhumate the map code... though...
Necros
Adding wait only made the sound not turn on on the first time it was targeted.
#12260 posted by necros on 2012/11/29 14:47:21
that's odd. it is supposed to turn on immediately. are you within hearing range of the sound when it is triggered? if you are outside hearing range, the engine will not bother registering the sound as started and it will not be playing when you move into range.
The SNG, scourge, and the sound are close to eachother in a box detached from the rest of the map that the player teleports in and out of.
Maybe the teleportation is a problem?
#12262 posted by necros on 2012/11/29 16:34:39
yeah. that's it then. like I said, if a sound starts outside of hearing range, then the engine ignores it and doesn't register it as playing. so if you teleport into hearing range after it has started, then it won't be playing.
if you can make it start a split second AFTER the player is in hearing range, it will work though.
That Can't Be It
Since the sound is triggered by picking up the SNG.
Maybe I should just send you the map. :P
#12264 posted by necros on 2012/11/29 16:40:22
I can take a look, sure.
Ne+
#12265 posted by negke on 2012/11/29 21:35:24
Indeed. I didn't notice at first, but all the other doors open as well. Guess I'll have to bite the bullet and use SUB_Null then. There won't be that many roaming monsters, anyway.
Well
#12266 posted by necros on 2012/11/29 22:28:16
if you can find what errant entity is in the area touching the trigger, maybe you could move it?
but yeah, that's the unfortunate part about bypassing the touch checks. :(
OTP
#12267 posted by necros on 2012/11/30 01:24:04
You had 'state' set to '1' on the sound entity. this was stopping it from working the way I described earlier.
if you remove that (or set to 0) and then put 'wait' to 999999, it should work.
Thanks!
Necros
#12269 posted by negke on 2012/12/16 13:24:46
How exactly did you do that perma-powerup trick in ne_tower? I tried the same (respawning items in a remote closet, teleport destination inside ceiling), but it's very unsmooth. If I remember correctly, it wasn't even noticable in your map.
Func_movewall
#12270 posted by mechtech on 2012/12/16 18:08:28
Any tricks to make func_movewall actually work when rotating a train, with monster/player inside?
I can get several loops around the path but eventually the passenger falls out.
Perhaps two paths, don't rotate the func_movewall and rotate the rotate object. Would limit the look of it though...
Any ideas?
Nope. They suck. I tried it with my crane sequence but if the player pushes against the wall they just slip through.
Trains... Or Too Much Minecraft
#12272 posted by mechtech on 2012/12/16 22:55:35
Old school works. plain old func_train style.
I found if you make the movewall one entity, a box it works good. Just limits the design of the rotate_object to something centered around the box. Made my train a bsp model (don't have to fight texture alignment). Set up a rotate_object out in front with model set to s_null.spr and effects 8. headlight! If i can get it to go up and down hills I'll post a demo.
#12273 posted by necros on 2012/12/17 17:30:19
negke: It wasn't permanent and it wasn't completely smooth either since the view angle is not preserved when you flicker in and out of the powerup closet.
Dangerous Slime
#12274 posted by sock on 2012/12/21 00:48:32
I assume the compiler is adding water/slime/lava sounds to my map. For some reason slime and water both use the same sound so it is not easy to determine if a liquid is dangerous or not. (besides making the texture glow green!). Does anyone have some acid burning sounds to play as ambient? What does everyone do for slime? How do you show it is dangerous?
#12275 posted by metlslime on 2012/12/21 01:01:22
I've usually used a distinctive texture.
You could also add your own ambient sound emitters with a more distinctive sound.
You could also add signage that says "danger! toxic slime" near the slime pits. Or maybe skeletons floating in the slime, or floating dead fish on the surface.
Really, I question the decision to use a non-obvious texture in the first place. Do you have a good reason for doing that?
#12276 posted by sock on 2012/12/21 01:13:30
I am using a slime texture and it is green, but I am also using water alpha of 0.6 and this makes the slime look watery. Quake also makes this more of problem because it plays a water ambient sound which does make people think, 'that is green water!' :P
#12277 posted by negke on 2012/12/21 01:20:01
I assume this is about the slime in ITS? The texture is quite obvious - at least it's one of those the somewhat experienced player recognizes as slime from the original levels. However, this is obscured by the automated wateralpha which makes the texture harder to distinguish from regular dirty water. In this sense, the dark green slime texture may be better than the brighter one. Or a sizzling sound could help, although it would probably have to be dynamic as metl said. Or, since you introduced particle effects to a lot of objects, what about subtle green particles (bubbles) above the slime surface, around the edges, or around things that touch it (floating goo, some sort of residue from something that melted there earlier).
#12278 posted by necros on 2012/12/21 02:18:36
nothing to add but FYI the lava ambient sound is not implemented. There is code in the compilers and in the engine too, i think, but it doesn't do anything. :(
#12279 posted by sock on 2012/12/21 02:24:24
To be honest this is something I am surprised has not been mentioned before and probably why czg made his slime/water so dark coloured so it looks more solid and dangerous. The side effect of water alpha in engines is that dangerous liquids can look like coloured water. It is a shame the water alpha is not specific to liquid types and not across a whole level.
I am also surprised how the stupid quake engine plays a water sound for slime when it should be a burning acid sound. Luckily I got some feedback from someone who does not play quake and it is a valid point.
|