Huge Map Coop
which is why I suggested a slipgate hub where checkpoints activated a teleport shortcut... or didn't you read my wall of text? ;)
Also I would love to see splitscreen quake! :D
Coop / DM Support
#12723 posted by ijed on 2013/04/04 16:34:57
I'd agree it's good practice to include it, a nice bonus extra. Like having a custom start map.
Big maps can be coop friendly - I made all of warp work like that, although I think there's one bit in warpb where a player can be temporarily locked out. But probably more than 1, my memory is hazy.
A nice side-effect of making the maps coop friendly in warp was that it meant adding lots of short-cuts as the player progressed, which had benefits in SP as well.
DM in big maps is trickier. The best idea I heard for that was just to use a small segment of the map and wall off the rest.
Kind of wasteful, but depends on how cleverly you do it I suppose, and for how many players.
Mine
The best idea I heard for that was just to use a small segment of the map and wall off the rest.
Func_illusionary That Can Be Killed?
#12725 posted by than on 2013/04/04 17:37:54
I was just wondering if it's possible to make something in standard progs that behaves like a func_illusionary, but is non-static and can be killed during gameplay. Anyone know? Any hacks?
Self.use = Sub_Remove?
#12726 posted by Kinn on 2013/04/04 19:40:55
Wait
#12727 posted by Kinn on 2013/04/04 19:41:51
i'm retarded.
killtarget makes that pointless
Than
#12728 posted by Preach on 2013/04/04 20:46:10
I have a way, but I need to warn you that it is a hack. Negke often checks with me if a particular hack will continue to work in Quoth. The answer in this case is a definite no, and it won't be accommodated any time soon. This is because it relies on the assumption that monster corpses will remain after death, which is not true in lots of quake mods!
So add these fields:
"think" "demon1_die6"
"nextthink" "0.1"
It will then go non-solid after 0.1 seconds (so some items might come to rest on it before the transformation, if you aren't careful)
Great Proofreading There
#12729 posted by Preach on 2013/04/04 20:46:55
Add these fields to a func_wall...
#12730 posted by negke on 2013/04/04 21:32:20
A slightly more complicated but also more compatible way is to make the wall an info_notnull with its model and modelindex fields set to itself.
Bonus
#12731 posted by Preach on 2013/04/04 23:22:35
That also gets around two of the side effects of the func_wall version: that you are forced to have the func_wall use function (which toggles the "skin" of the model), and that the texture might toggle a few times right at the start of the map while the hack kicks in. You can skip setting the model value directly as long as you make your info_notnull a brush-based entity (you do still need to set modelindex though).
Thanks For Those
#12732 posted by than on 2013/04/06 02:50:48
interesting hacks. I might give that a shot, but working in Worldcraft makes setting modelindex a pain in the arse since I'm using rmf for my map.
Out Of Order Useable Map Item Trick
#12733 posted by than on 2013/04/06 05:39:59
http://www.quaketastic.com/upload/files/misc/tutorial_power_cubes_01.zip
I made an example map showing how you can make fake map items that the player can pick up and place at another point in the level. Picking them up and placing them can be done in any order as a moderately complicated trigger system is used to check if the player has at least one item and then places the item and reduces the count of items held.
However, I've just realised that you could do the exact same thing by having multiple keys the player must collect, but that doesn't allow for customiseable item models unless there is some awesome hack that allows that.
Meh, ah well. Use it if you like :)
I Like It...
I'd love to see a map that you collect a bunch of bombs and then place them, then you trigger an event as you pass through the exit which sets off a kind of cinematic explosion scene...
I'm surprised more mappers haven't made more stuff like this to be honest, I'm sure it'd be possible to do with a bunch of func_doors and triggers etc.
That Wouldn't Be Difficult At All
#12735 posted by than on 2013/04/06 16:30:25
You could even use the spawning trigger hack to make placed bombs effectively shootable, so that you can blow certain parts of the level open. Of course, you could just use keys, but you can only carry one key of a particular colour at a time, and it looks like a key.
I definitely think using logic gates and other various hacks and tricks allows us to do a lot of interesting things that haven't really been done before.
czg's rocket/grenade locks are also fairly easy to implement in vanilla Quake I think. Should simply be a trigger_once with health > 0 inside a hollow tube with the brushes inside arranged to prevent the wrong kind of thing triggering it. I think the rocket locks also used trigger_push to keep grenades out.
Would be cool to see more maps using this stuff.
Of course, we can just make mods to do all this and more, but there is something sexy about shipping only a bsp.
Honey Was All Vanilla Until Fairly Late
#12736 posted by czg on 2013/04/06 18:41:35
#12737 posted by deqer on 2013/04/07 05:26:39
hey necros,
two people have posted a comment now on my video of q1spcompilinggui, saying that when they try to compile the map it says map not found.
I don't understand how they could get this error, since I show exactly how it's done in my video.
They also find it a hassle to take a screenshot and post it somewhere asking for help, so.
They said they're on win8.
Anyways, have you had anyone report similar issues? Do you have any thoughts or suggestions for them?
Here is the quote: "I downloaded several compilers, including hmap2 but none of them work. Every time I try compiling my testmap the console says it can't find/open my map. Or says that there is no map. I'm selecting the exact path to my .map and really don't know what to do..."
#12738 posted by necros on 2013/04/07 07:36:13
that's very general information, unfortunately. direct them to this thread and they can post more info.
the fact quake isn't finding the map can mean either compiling being aborted from errors or compilers not being found.
one thing is that if they are typing the name of the map into the text box, then it will not use that filename (because it's bugged); you have to select it through the windows open dialog box with the [...] button (all other dialog boxes work properly when typing in directly).
I'm On Windows 8 Pro
and I have been successfully using necros compiler since I downloaded it.
Anyone Know Where I Can Get The Q3 Flavor Of The IK2K Texture Set?
#12740 posted by Fat Controller is doing things on 2013/04/07 12:57:30
It's plans like this that make me wish I'd kept the Q3 version of that texture pack after all. All Google gives me is Sauerbraten (which links to the dead digital-eel site) or subsets of this forum - or a link to the Q1 version I made centuries ago!
(Yes, I could use my own, but they're a little too low-res and grainy for this.)
FC:
#12741 posted by rj on 2013/04/07 13:07:03
Wait, Shit
#12742 posted by rj on 2013/04/07 13:10:02
that's ikbase, not ik2k. ignore
Ik2k_full_jpg Zip By Iikka "Fingers" Keranen
#12743 posted by slapmap on 2013/04/07 13:31:59
http://www.quaketastic.com/upload/files/texture_wads/ik2k_full_jpg.zip
Than: thats pretty cool, I had thought of a similar system but with using a row of toggle shootable doors and 2 opposing shooters to store value and add/subtract in a linear fashion. A bit easier to handle larger number of inputs.
Many Thanks Rj And Slapmap
#12744 posted by Fat Controller is doing things on 2013/04/07 14:20:21
I'll take both; I might have a use for the base...
Fat Controller Is Doing Things!
#12745 posted by generic on 2013/04/07 16:20:31
WOOT!
Quake 3 Jump Pad Paths?
#12746 posted by Rick on 2013/04/07 21:01:59
Do any of the newer editing programs have anything like the old bobToolz plot path thing that will draw the arc player follows off a jump pad? I use NetRadiant, and there's a bobToolz plugin listed but there's no path plotting option.
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