And What Really Sucks...
#1226 posted by xen on 2004/02/23 12:26:28
...is being forced to use a different engine just to play one map.
#1227 posted by LTH on 2004/02/23 12:41:27
Presumably the Nehahra software engine bumps the edict count?
And if it does, why not just use that one *all the time*?
You mapperse are so stuck in the past :P
Nehahra Software Engine?
#1228 posted by R.P.G. on 2004/02/23 13:25:42
Please, point me in its direction.
GeForce Fx Ti 4 Series -- 90 Bucks
#1229 posted by HeadThump on 2004/02/23 14:42:05
Time not worrying about software mode compatabilaty -- priceless
Rpg:
#1230 posted by necros on 2004/02/23 15:45:18
there's tyr-quake, which is basically the regular software quake with many limits removed. a good alternative, i think.
TyrQuake
#1231 posted by aguirRe on 2004/02/23 15:56:27
has also more windowed video modes and is much less fussy with troublesome bsps. Very useful when hunting leaks and other stuff.
Necros: What's going on with your email attachments? I'm still not receiving them, are they very big or are they filtered somewhere?
Removing DM-bodies
#1232 posted by aguirRe on 2004/02/23 16:24:12
Is there a way (without QC) to avoid player bodies remaining visible after suicide (with kill command) in DM? Or at least shorten the time until they vanish.
I'm still working on the auto-screenshot generator and it looks weird when after some screenshots, a lot of bodies are all over the place.
Hjhgg
#1233 posted by gibbie on 2004/02/24 04:14:07
aguirre: use zquake
DM Bodies
#1234 posted by JPLambert on 2004/02/24 04:25:59
In the killer pack, dead bodies remain and don't disappear.. They stay "solid" for the player during the game... Perhaps there is a model you can re-use to modify a little the game to perform this feature..
Enjoy !!!
Nehahra
#1235 posted by LTH on 2004/02/24 11:11:01
I thought nehahra.exe was software. If it's not, then please set me straight.
Nehahra Is GL Only
#1236 posted by R.P.G. on 2004/02/24 11:20:05
Which is where Neh Nekkid (software version) comes in, but Mindcrime never released that.
!
#1237 posted by necros on 2004/02/24 12:04:32
i know! get a model program and open up the player.mdl from the pak0.pak
now, delete all but one triangle from the model.
Thanks For The
#1238 posted by aguirRe on 2004/02/24 12:56:57
suggestions, I'd hoped that there was an easier way like an engine cvar.
I started to fiddle with the player.mdl also but realized that if I do that, I can just as well fix it in QC (and actually fix some other problems too).
Sweeping The Bodies Under The Carpet...
#1239 posted by Preach on 2004/02/24 13:40:06
I can't remember if this is the case with player bodies, but if they're removed on a timer, you could set host_framerate to a very high value(say 10000) so that time passes very quickly. Otherwise the qc method works well too.
Fraid Not
#1240 posted by LTH on 2004/02/24 13:42:12
Bodies disappear at the rate that the player spawns - there's a body queue of about length 4 to which new bodies are added.
How About...
#1241 posted by metlslime on 2004/02/24 13:42:53
setting r_drawentities to 0?
The CopyToBodyQue
#1242 posted by aguirRe on 2004/02/24 13:56:11
in the respawn function was what I commented out to get rid of the bodies without any obvious side-effects.
r_drawentities affects also all ammo, weapons etc so it's too coarse, I want the shots to look as original as possible.
I'm now trying to make the player rotate in any deathmatch or monster position for each suicide, but it seems tricky.
Is there an explanation of all variables/members (e.g. entity.chain) and lower level functions (e.g. find/findradius) available somewhere?
There's A Qc Manual Out There...
#1243 posted by necros on 2004/02/24 14:19:12
sadly, i don't have it in electronic form anymore...
Right After
#1244 posted by aguirRe on 2004/02/24 15:30:01
I posted I realized that maybe I should try Google first ...
Anyway, I found one here http://www.gamers.org/dEngine/quake/Qc/qc-built.htm . It appears to be what I was looking for. Together with the Inside3D tutorials, I hope it'll be more clear.
Animated Texture
#1245 posted by JPLambert on 2004/02/25 02:44:01
I have a little problem, a basic one perhaps because I'm a beginner in Quake mapping... anyway... I want tu use some "animated texture": I mean a texture defined with several different one that performs an animation in the game, for example a flame on a wall (see +0light01 +1light01 +2light01 in ID software Light basic textures). I select the first texture (hopng the compiler to "link" the 2 others with it) and I certainly missed something, because during the game, there is no "animated" effect on the concerned brush..
Is there anyone who can help me please...
Well
#1246 posted by Vondur on 2004/02/25 04:33:31
try applying other frames on the faces you won't see in the game but these frames will be included into the bsp file...
i do that all the time, compilers i use never add other frames. and i'm not sure if they should...
Surely...
#1247 posted by LTH on 2004/02/25 06:44:10
...surely compilers really ought to add all the animations into the map by themselves - there's no time when you're using an animated texture when you don't want it to animate, is there?
Animated Textures
#1248 posted by JPLambert on 2004/02/25 07:51:03
Clearly, I want to use an animated texture, and keep the animation feature during the game !! My problem is the animated texture is blocked on the first one, and the "animation" is never performed...
Am I missing something in the compilation option or something else ?? I don't know, so any advices is welcomed
Bleh
#1249 posted by Vondur on 2004/02/25 08:10:47
as i said, apply other frames of the sequence on some brushes in your map and you'll get the animation working... just apply them on the faces that will get cut off by qbsp.exe and won't be visibl ein the game. but they'll be used by the button, etc..
#@*%&@## !!!
#1250 posted by JPLambert on 2004/02/25 08:30:00
AAAaaaahhhh !!! It's not a bug it's a feature !!! For the compiler: having in its texture list the missing ones for the animation is a turnaround.... So even if some brushes are cut and not used, but textured with those required for the animation, the brush that uses the animated one will have a complete list and then the game will performed the required effect ... OK, I understand now... I'm sorry... but sometimes for me, understanding quickly says to past a long time in explanantions... ;-) !!
Thanx
Bye
|