Custom Engines
#13132 posted by Preach on 2013/08/26 00:41:49
It probably works in some custom engines, if they support the pk3 format then they probably support it even if the extension is wrong - particularly because it offers compatibility with the pakN.pak automatic loading scheme. But I agree with SleepwalkR that most engines won't cope.
Fun fact: Fitzquake (and so I assume most other engines) will read any mdl, bsp or spr file correctly even if you name it with one of the other extensions. I haven't found a practical reason to do this other than confusing people, but it's neat to know.
Apologies to Flesh420 for all this mad, unneccessary and contradictory posting, please ignore everything after necros's reply!
#13133 posted by - on 2013/08/26 02:33:01
pak is the same thing as bmp
Jump Height Difference?
#13134 posted by ALLCAPS on 2013/08/26 04:55:37
I'm banging out a remake of DM-Stalwart from UT99 to brush up on my brushwork (har har) and I noticed just by chance that a ledge I had made was able to be jumped on in Darkplaces, but not in Quakespasm. I changed to Quakespasm because it doesn't fudge the lighting (I spent time on that lighting!) and it looks like it's fudging the player physics too. Is there something I'm missing, or does Darkplaces have buggy/improper player physics?
Greybox Texture?
#13135 posted by ALLCAPS on 2013/08/26 04:58:26
Also curious if there's a .wad floating around with greybox textures. I'm using one of the tiled floor patterns from the stock textures, but I've seen plenty of screenshots where prototype maps have a few differently colored grids as placeholders.
#13136 posted by necros on 2013/08/26 05:02:53
The physics in Darkplaces and Quakespasm are different. This is because Darkplaces is based on the Quakeworld engine, whereas Quakespasm is based on the netquake engine (What was originally dosquake->winquake->glquake)
Target?
#13137 posted by ALLCAPS on 2013/08/26 06:22:58
Which set of behaviors should I target? Quaddicted recommends Quakespasm, so I suppose it'd be safer to target that engine. Is there a consensus on which engine is preferred for SP/DM? Up until I discovered this today I had no idea there were differing physics models across Quake/QuakeWorld, so I'm kind of thrown.
Mind The Step
#13138 posted by Preach on 2013/08/26 06:58:07
The jumping difference is down to step physics. When the player hits an obstacle, the engine checks if the player can clear the obstacle by being pushed 18 units higher. This is how you can go up steps without needing to jump for each one. In regular quake, you must be standing on the ground for this to work. You might notice this if you jump while climbing some steps - you get blocked by the netx step and lose your forward momentum.
Darkplaces relaxes this requirement, allowing you to climb stairs even if you are off the ground. This fixes the blocking when you jump into some stairs. However, this also lets you climb a ledge you are pressing against, once you are less than 18 units short of the height needed to land on it. In effect, darkplaces lets you climb ledges 18 units higher than normal. This is not a qw physics difference, it's specific to darkplaces and can be disabled with sv_jumpstep 0
I Made Some Grey/orange Textures For Mapping
Using Quakespasm Is Best
because most people will be using a similar engine (like fitzquake, directq or rmq). This is at least true for the singleplayer side of things.
If I am not mistaken though a lot of the multiplayer engines are based on darkplaces (like Nquake).
Allcaps
#13141 posted by gb on 2013/08/26 10:50:29
https://anonfiles.com/file/30705c2042e16922502fd84e7237e8f0
This is the greybox wad I use in my current DM map. I made the textures in Wally. Have fun.
To Map Hackers
#13142 posted by gb on 2013/08/26 10:51:58
negke & co., how do I make an item float in midair in vanilla quake? There must be some way to circumvent the droptofloor part.
Yep
you rest the item on an object that gets removed when the map starts...
#13144 posted by gb on 2013/08/26 13:35:43
Indeed, this works even in deathmatch. Thanks.
Make Sure To Remove It A Frame Or So After The Map Starts
#13145 posted by - on 2013/08/26 16:21:17
weapons don't drop to floor until a frame or so passes.
#13146 posted by necros on 2013/08/26 19:01:43
correct me if i'm wrong but I think it actually needs to be after 1 second, because the game starts at 1 second.
so, a nextthink of 0.5 would actually run at 1 second and would be before droptofloors are called.
to be safe, it should be at least > 1.
My Method
#13147 posted by ijed on 2013/08/26 19:06:00
Was to have the player touch a trigger once that killtargeted all the func_walls I had set up for the feature.
Worked on all engines as I recall.
Gb
#13148 posted by negke on 2013/08/26 19:25:29
Simplest setup is a func_wall that removes itself (no need for triggers). Add the following fields:
"think" "SUB_Remove"
"nextthink" "0.2"
necros: I've heard that one before, but it's either incorrect or irrelevant in this context. Setting nextthink to 0.X in a map works fine. If anything, if the game starts at 1 second, then all of such values will be automatically executed at 1.X.
Engines
#13149 posted by negke on 2013/08/26 20:09:15
To clarify a few wrong statements above: there are so-called NetQuake type engines - the ones that Quake SP runs on as well - and there are QuakeWorld engines which, among other things, have client-side prediction and modified physics, and are originally not meant to be used for SP. Some people use NQ engines for multiplayer games, some prefer QW. Naturally, certain NetQuake ports geared more toward singleplayer, while others are made with multiplayer in mind.
All engine ports are based on the original WinQuake, GLQuake, or QW sources released by id. Darkplaces, on the other hand, was largely rewritten from scratch as far as I know, and as such handles several things different than regular engines. It supports both NQ and QW servers, but it's not the base for any other ports.
#13150 posted by gb on 2013/08/26 20:31:05
The nextthink/SUB_Remove on a func_wall makes sense.
I was thinking there is probably a way to hack the floating object itself to not go to droptofloor() but I was too lazy to think that up myself. And whatever works, right.
I used triggers on all the start spots in this version, might just go and do the SUB_Remove thing in the next one.
I remember we had a spawnflag for this in RMQ and also spawn/deathtargets on IPS. But if one targets vanilla deathmatch, custom progs is a no go.
Yeah
#13151 posted by ijed on 2013/08/26 22:15:19
I just stuck in a simple if that skipped the droptofloor() call for that one.
Well That Just Proves What I Know
precisely dick!
Just stick with QS for your map...
#13153 posted by gb on 2013/08/27 11:31:26
It's a DM map, no one uses QS there :) They use stuff like glpro, qrack, and ezquake.
I have a hard time getting my .lit file to stick already. Seems half of them have no coloured lighting.
Layout Tools?
#13154 posted by ALLCAPS on 2013/08/27 16:07:35
Are there any good tools to be aware of outside of the usual workflow? Aside from the editor and texture utilities, what else do you leverage while you're making a map?
In particular I'm trying to think of a good way to plan maps. I was using graphing paper, but has anyone used something like google sketchup/layout, or another program? A simple way to layout a design from multiple angles would be awesome.
I was just using paper, but it's hard to keep track of the map from multiple angles, and to keep track of what line is what.
#13155 posted by Spiney on 2013/08/27 16:30:34
Thing with planning maps... paper is fastest but lacks 3D. And if you do it in 3D you might as well do it inside the editor?
I like planning on paper, if you practice sketching straight in linear or orthogonal perspective and just do lots of little sketches it's pretty okay, you just have take peace with the fact you can't draw from all angles.
Workflow
#13156 posted by Spiney on 2013/08/27 16:32:05
dividing your time between layout and looks (dev texture etc) can be a huge save of effort.
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