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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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"Just fired off a little .wad"

Bet you did ^_~ 
What Does It Mean... 
What does it mean when I get a 'Reached occupant at XYZ, no filling performed' error, not in FillOutside but in GrowRegions (hull 2 to be precise)?

Cheers. 
What 
FERN I LOVE 
Rennie... 
You don't need to tell Quake that the file is a .dem, so just type "playdemo test1" 
Fr3N! 
...still lurking, good to see. Can we expect a release soon ;P (seems to be the go with some of the old krew). 
Necros&metlslime 
thanks, I'll note that 
Against All Ods 
Had the same rubbish with the Dzip file Necros sended me. Don't know what it is. After months I was able to read the demo file.
Same goes with this one. Done all I could, even without the *.dem option, but it won't work.

Think the Orges are conspiring against me, after they noticed I turned them up in a Mission pak.

But nevermind, if they catch my real name, I still have time enough to establish my firewall and jumppath... 
LTH 
you just have a leak in hulls 1/2. GrowRegions has nothing to do with it, leaks always occur in FillOutside.

Load up the game with the pts file and see where the leak is. I suggest you also take a look at my Q1 ToolTips at http://user.tninet.se/~xir870k .

If you still can't fix the leak, send me the zipped map+wad and I'll take a look at it. 
-=0=- 
glquake/winquake crash without any errors when I enter large open area in my map. I suppose it happens because of edicts, but Tyrquake says there are only 560+ edicts there, not >600

Im not sure, should any error tell me about edicts overflow when crashing? 
 
You won't overflow the edict count by going into an area with many edicts - the edict count is static. 
I Know 
but I noticed that edicts grow up a little (about 20-30) from their ammount in the begining of the map. And that area is the second area from the start room. 
Well, 
rockets and nails count as edicts, as well as gibs, so if you gib alot of guys while shooting rockets and there are nail traps firing at you, you can go over the limit.

you should try to keep about 60 edicts free for this kind of stuff, and even that is close. 
 
you should try to keep about 60 edicts free for this kind of stuff, and even that is close.

Well, let's kill some... ammo crates and medkits:)

seriously, I need to free at least 20 edicts, that's bad;
it won't be easy, I've just completed placing monster on normal and now I need to fix it without destroing gameplay..:( 
Well... 
the obvious solutions would be replacing lots of smaller ammo with less larger ammo...

you can look into monster spawning to help abit, especially if you already have the teleporting monsters set up... you can get rid of like 3 edicts there: the trigger, the teleport trig and the teledest ent.

also, you can code a thing to remove corpses, that way you get an edict back everytime you kill something...

and, of course, change the gameplay -- less health and less monsters.

good luck. i ran into the same problems with most of my newer levels :\ 
 
the obvious solutions would be replacing lots of smaller ammo with less larger ammo...

oh, there's already no small ammo

but I think I have to remove some teleporing monsters 
Teleporting Monsters 
Pulsar: I think what Necros is talking about is using a QC patch to make the monsters teleport in, rather than removing them completely. There are patches that allow you to set a flag on a monster, which will 'teleport' it in when triggered. That way you wouldn't need the entities he listed. Of course, then your map isn't properly playable without the custom QC patch...

Perhaps an alternative for an ambush would be to have the monsters that currently teleport in behind a door that will slide away to reveal the monsters. That way, instead of three entities per monster, you'd just have 1 entity to set up the entire attack. 
... 
Of course, then your map isn't properly playable without the custom QC patch...

so? include it in a pak file. pak files are never frowned upon these days. 
...... 
However, it does mean that you can't play the map in any other mod. 
Still, 
Spawning monsters in beats the hell out of setting up teleportations (rooms, monsters, triggers). 
Why Would You Do That In The First Place? 
obviously, you'll be screwing up the gameplay of the map which was not meant to be played with other mods.

you could play the original quake with a mod which permanently gives you quad damage, but why would you want to? (barring doing it for fun) 
Necros 
So... you would never want to play a map in Nehahra, for example? 
Or 
What about coop in QW? QW requires its own progs.dat, keep in mind. 
Blah 
I have several mods I like to play old maps in. I made Black Ops and Battlemech specifically to reuse maps with no progs customizations. 
rpg: i figured there'd be exceptions like this but i hadn't bothered thinking about them. the way i see it (for those exceptions) is that if you want to play a map in another mod than what the map was intended to be played in, it should be the mapper's fault if you can't and the mapper shouldn't feel restrained from making his own changes codewise for his map because some people won't be able to have fun with other mods.

also, is it not possible to use the nehahra engine without the progs? or did you actually mean to use the new ai and stuff?

as for lth: to reuse maps with no progs customizations. (emphasis added)
there you go. ;) 
Preach Or Anyone Who Knows These Things... 
Where can I find the "QC patch to make the monsters teleport in", and how is it used? 
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