ASDF
#12330 posted by
Fern on 2013/01/08 08:50:38
forgot there was an echo command. problem solved. nevermind.
One of the reasons I dislike Fitz is by default it puts text messages over the crosshair rather than above it which is really annoying if you're fighting (also annoying are engines that don't print such messages into the console so if you miss it because you were busy/it was too long you can't reread it).
I dunno if it's changeable cause I just use different engines :P
#12332 posted by
sock on 2013/01/08 12:56:53
One of the reasons I dislike Fitz is by default it puts text messages over the crosshair rather than above it
Just add a couple of '\n' to the front of your centerprint messages and they will appear below the crosshair and not be so intrusive to game play.
#12333 posted by
Spirit on 2013/01/08 15:09:38
Don't they then end up in front of the crosshair of other engines?
Preach
#12334 posted by
negke on 2013/01/08 20:08:15
And what is it with those missing door sounds ir_start.wav and ir_stop.wav (as well as er_) in Quoth?
Region Locked
#12335 posted by
Preach on 2013/01/08 21:48:53
There's actually a fascinating history behind those sounds. They were only ever made available in the Japanese version of Quoth called ワタリガラス話す、殺された妻 (lit: speaking raven, slain wife). The Asian region release came with the construction kit along with arcade mode and a completely different model for the gaunt
http://tomeofpreach.files.wordpress.com/2012/12/horror.jpg
Sadly these files never made it into the European version, although for save-game-compatibility reasons the progs has to look for them...Or I screwed up and never noticed because they were sitting in the dev sounds directory outside the pak. Will you hurry up and ask for your copy of the 2.2 beta negke, you'd clearly be a huge asset to the testing!
Since Func_ Isn't Japanese Compatible Either
#12336 posted by
Preach on 2013/01/08 21:54:36
Them Japanese Always Get The Better Releases....
#12337 posted by
negke on 2013/01/09 19:47:45
Ok, why not (lots of reasons). Let me test the beta so I can play through all of those terrible unbalanced Quoth maps again!
#12342 posted by
necros on 2013/01/12 00:29:17
that's cool! how'd you make that?
Skyboxes
#12343 posted by
madfox on 2013/01/12 02:13:21
It are free OBJ. files from Poison on Renderocity. Mighty objects there!
I just packed them up in Vue with a red fluid into a bright skybox.
http://www.renderosity.com/mod/bcs/cliff-demons-landscape-props-/60215
#12344 posted by gb on 2013/01/12 07:36:10
could even be imported into a Quake 1 map by using q3map2 and a q3bsp supporting engine with reflective water (ie FTEQW).
Nice scene madfox.
Sign-on Buffer
#12345 posted by Mike woodham on 2013/01/12 17:56:31
Does 8008 sign-on buffer exceeds 7998 affect how sound is played?
I have a triggered sound in one map that, if playing when the player dies, stops immediately and the death sound starts. Just right.
The same sound in a differnt map, with the same progs.dat, with the same trigger, does not stop and continues playing when the player dies and the death sound plays over the top.
To all intents and purposes, the scenario is fairly simmilar except that the entity and brush count in each map is different: the sign-on buffer error only happens in the second map.
Actually, the error count is quite high in the second map:-
* at game loading
- marksurfaces 33824
- 8008 sign-on buffer
*at map loading
- 64 lightmaps exceeds 64 (?)
- 1046 byte packet exceeds 1024
- 295 visedicts exceeds 256
* in game
- 602 edicts exceeds 600
- 33 blights exceeds 32
- 602 edicts exceeds 600
Any ideas?
(in FitzQ these errors do not affect gameplay so I am not minded to do anything about them. But the overwritten death sound error has nuisance value above the other errors)
#12346 posted by
necros on 2013/01/12 18:10:08
The signon buffer would only affect things when a map is loading. It's something to do with all the data being uploaded to the server for the first frame (monsters for example, which is why spawning them in delayed reduces the signon buffer).
More likely something else in your progs is doing it and it's a coincidence that it occurs in one map and not another or something else in that map is causing it.
Necros
#12347 posted by Mike Woodham on 2013/01/13 09:04:17
OK, thanks.
I think it's time to retire.
...gracefully
#12348 posted by Mike woodham on 2013/01/13 09:04:52
...
Darkplaces
#12349 posted by Mike Woodham on 2013/01/13 09:43:44
So I thought I'd see if the map ran in another engine and I tried Darkplaces. All brushes and all entities have outlines in-game. What's that all about?
#12350 posted by
Spirit on 2013/01/13 10:24:41
.obj can be used in Darkplaces at least like any other .bsp file in a q1bsp, eg using Quoth's map model entity.
Mike: Delete all configs, delete all mods, protect your sanity!
Spirit
#12351 posted by Mike Woodham on 2013/01/13 10:50:22
I cant delete ALL mods as the map I am testing uses my own mod.
I can also see the entities bounding boxes as a fairly transparent grey box. Interestingly, I get no error messages at all.
As for saving my sanity: I fear it is too late Esmarelda, for the cows are now nesting in the trees, and the time is way past cloudy.
Quake Compile Tools
#12353 posted by
mechtech on 2013/01/13 14:33:19
I'm working on an experiment to create a highly detailed somewhat large room. Not really a conventional map (no monsters). Now it's time to vis the map. I could call it finished without running vis.exe, obviously it will not benefit from vis. Problem is if I want to create a proper Quake level adding more areas vis will take days/weeks.
My question is to anyone who knows in innards of vis.exe. Could a version of vis be created with a way to flag an area as ignore. A bounding box around a room that tells vis don't calculate whats inside but calculate the box to the rest of the map.
I know how to use func_ as details and all the tricks like that. Too much func_ makes for crap lighting.
func_viscluster?
https://developer.valvesoftware.com/wiki/Func_viscluster