Just A Thought...
#12280 posted by madfox on 2012/12/21 10:25:31
I made a static model that you could use as a placeholder
to give another character to the slime.
ripple
It's a small model on 2 x 4 64 units, and can be used with every texture to create a ripple shape.
download
Sock
#12281 posted by negke on 2012/12/21 10:37:53
It's unfortunate, sure. But is it really that much of a problem if a single player gets surprised by it? You could file it as a learning experience.
Sock
#12282 posted by Spirit on 2012/12/21 11:07:03
Bright green goo on the surrounding textures maybe?
#12283 posted by sock on 2012/12/21 11:12:00
@Madfox, for some reason that ripple model looks strangely erotic, but thanks for the idea.
@negke, well I have added an acid burn sound, painted the walls green to match the slime, mentioned it in the books nearby, changed the water alpha to be thicker. The next step is putting warning signs up, I suppose I could create a medieval danger sign! :)
#12284 posted by Spirit on 2012/12/21 11:13:32
Have an Ogre visibly pee in it, no sane person would dive into after that.
#12285 posted by sock on 2012/12/21 11:36:58
If only Romeo had made that pee animation ...
Slime
#12286 posted by ijed on 2012/12/21 15:02:27
One feature in the RMQ engine is separate values for:
wateralpha
slimealpha
lavaalpha
telealpha
Would be nice to see that ported into other engines.
Func_rotate_train Custom Sound
#12287 posted by mechtech on 2012/12/21 18:52:44
Using Quoth. I can add custom sounds to path_rotate. Can func_rotate_train have a custom sound? My FGD shows sounds 0(none) or sounds 1 (ratchet)
Custom Func_rotate_train Sounds
#12288 posted by Preach on 2012/12/21 19:48:16
Yes, you can override either of the sounds by setting the noise and noise1 fields on the entity directly.
Also, re: the slime question, you can add an func_illusionary brush with a slime texture if you want opaque slime. You can add it a little bit below the waterline and get a layered effect, and you could even apply alpha to the entity if you just want lower transparency.
Thanks Preach
#12289 posted by mechtech on 2012/12/21 20:45:51
noise1 is the train run sound. Works well now just 1 more question. path_rotate plays the sound. As the train hits a path_rotate the sound is restarted (if not looped). How do I make some path_rotates not effect the sound?
Sounding Out
#12290 posted by Preach on 2012/12/21 21:07:58
The path_corner will always trigger some kind of sound when you hit it, there's no way to keep a looping sound going smoothly without it restarting. The path_corner does have the ability to replace the train's sounds, so if you've got a non-looping sound, the trick to preventing it re-sounding at the path_corner is to give that path_corner the noise "misc/null.wav". You then have to make sure you restore the sound at the next path_corner you want to hear it from - the sound is overwritten from that stop onwards!
Sorry For My Ogrografic
#12291 posted by madfox on 2012/12/22 05:36:48
#12292 posted by Spirit on 2012/12/22 09:37:15
Once again without the text please. That is hilarious!
Peeeeee
#12293 posted by JPL on 2012/12/22 09:43:09
#12294 posted by madfox on 2012/12/23 00:24:58
I'm ashamed.
Weeee
#12295 posted by mechtech on 2012/12/23 00:30:17
Good for an intermission camera shot:) Ogres pissing off the castle battlements
Hahahaaaa!!!!
#12296 posted by RickyT33 on 2012/12/23 23:03:18
XD
#12297 posted by wakey on 2012/12/24 00:52:27
Also good for letting the ogre pee on the player if he gets killed.
Sock
#12298 posted by than on 2012/12/26 02:50:07
I don't think anyone mentioned this already, but you can disable the water and slime sound effects using compiler flags. The sounds are added at compile time and whether you can hear them or not is dependent on whether they are in a visible leaf or not. This makes them absolutely suck for open maps, where it is usually much better to just add your own sounds.
add these to your vis command line options:
-noambientsky
-noambientwater
-noambientslime
-noambientlava (doesn't have a sound anyway...)
-noambient (disable them all)
http://user.tninet.se/~xir870k/readmevis.txt
Preach
#12299 posted by negke on 2012/12/31 13:22:57
I have this map that uses point-sized triggers for monster teleports and centerprints as usual. For some reason, however, they are all messed up in Quoth, spawning with an actual bbox instead of a point. This might be related to bbox-borrow hacks I used, but it shouldn't affect the point triggers (and doesn't in other mods). Any idea/care to take a look?
Features
#12300 posted by Preach on 2012/12/31 14:06:36
Quoth has built in support for point sized triggers:
http://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/quoth_tutorial.html#triggers
Essentially you position the entity where you want the lower corner of your trigger, and set mangle to the desired dimension of trigger. If you don't specify dimensions, the trigger defaults to 64x64x64, which is what you're seeing, I guess.
The best workaround would be to set mangle to something very small, like '0.1 0.1 0.1'. This should stop the point triggers overspilling.
Addendum
#12301 posted by Preach on 2012/12/31 14:11:11
In retrospect this default size is badly done. Any default size could potentially break a map, but making it very small would probably avoid problems in 90% of cases. One more for the 2.2 patch...
Yeah That Sounds Like It
#12302 posted by negke on 2012/12/31 14:28:44
Funny I never noticed it before - and I always use point triggers for monsters. Probably because Quoth usually breaks so many things in my maps that I don't even test it carefully anymore. I'll try the low mangles. Thanks.
Disclaimer: this wouldn't be necessary if it wasn't for some specialists who always seem to run maps in the wrong mods without even realizing... :/
Paths
#12303 posted by negke on 2012/12/31 15:15:59
Does Quoth treat monster pathing differently? Is the next path_corner called on touching the point instead of the box? Several monsters have problems on their patrols through cramped areas.
Path_corner Changes
#12304 posted by Preach on 2012/12/31 19:37:23
Yes, there are some changes to accommodate the extra features quoth path_corners use. It looks from the tutorial like they've never been documented though...Corners support the following extra field for monsters:
wait: When non-zero, monsters will stand at this path_corner for wait seconds before continuing. If wait is negative, the monster will stand indefinitely. While standing, the monster will turn to face the angles set on the path corner.
The code that handles this is lengthy and I've been trying to pick my way through it without breaking it. I do know that one of the changes is that the monster is expected to reach the centre of the path_corner before it stops - there's a 4 unit margin of error, but it's much closer to the centre than the usual quake behaviour.
This can cause compatibility problems - in fact I already know that it breaks some pathing in e4m2. Unfortunately that leaves us in a bind, because reverting the changes now would break paths in maps designed for the new behaviour. So I think it may have to stay broken...
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