Aha
#13384 posted by ijed on 2013/12/05 14:05:39
You're right.
I just took a quick look over the qc and only the ogre is calling his idle sound while in his idle cycle.
All the others call it during their non-idle cycles, or during walk.
So
#13385 posted by Rick on 2013/12/05 14:56:35
How would I make them shut up?
I commented out both places in ogre.qc where that sound is called and they still stand there making that stupid noise.
Well
#13386 posted by ijed on 2013/12/05 15:05:18
That should do it. The engine isn't calling any monster sounds directly.
So, I'll ask the dumb questions; did you compile, did you copy the progs.dat over?
I've failed on that many, many times. I'm also dyslexic when it comes to greater > or < less than.
Fixed
#13387 posted by Rick on 2013/12/05 16:06:07
Facepalm moment - was just me being stupid and putting the new progs.dat in the wrong game folder.
Seriously, is this some kind of bug? Why does only the ogre make sounds when he should actually be silent, waiting to ambush the player?
Well
#13388 posted by ijed on 2013/12/05 16:18:41
Thats lots of weird shit in the original qc. Like the ambush / crucified spawnflags and so on.
Probably the actual behaviour should be controlled by the AMBUSH flag.
So if that is set a monster is silent, if not then they make sounds.
I never realised one of the reasons I like patrolling monsters is that they make sound.
@Rick Re Liquid Sounds
#13389 posted by quaketree on 2013/12/05 17:10:03
"Basically, I'm trying to figure out why the only ambient sound in my map is from the sky. There's no water or lava noise. I think this is caused by the texture names I used."
That's the cause of that problem. Water, slime and lava texture names have to be the same as the originals (including any numbers such as *water04). Using any other name (say, *water07) will still get you all of the physical properties of the liquid (swimming, drowning, and fullbrights in that example. Replace *water with *slime07 or *lava07 and you will get those physical properties instead) but the sounds won't get cached because the engine wasn't told to look for them because the texture name didn't match the correct parameters.
This "Can" work in your favor if you have a secret that has water but you don't want the water ambiance noise to give it away because you have a different clue leading to the secret for the player to find instead
Yeah
#13390 posted by Rick on 2013/12/05 17:32:45
I was guessing that was the problem with the lack of ambient sounds. I'm using *lavakell and a *rk_water that I made.
I guess I'll extract all the textures I'm using and put them in a special wish13.wad so that I can rename the custom lava and water to match the original id texture names.
Liquid Ambients
#13391 posted by metlslime on 2013/12/05 20:31:40
http://celephais.net/stuff/texturefaq.htm
your *lavaXXXX should work, but the water needs an name that starts with "*water" or "*04water"
But, isn't there an engine bug where either slime or lava don't generate ambients at all? my memory is fuzzy.
I'm Checking Now
#13392 posted by Rick on 2013/12/05 21:02:03
Before I was definitely getting no lava or water sound. I've renamed *lavakell to *lava1 and *rk_water to *water1.
I now get sounds but it seems to be the same sound everywhere (still using -noambientsky).
Does water and lava use the same noise? Maybe because I didn't do a full vis the game just thinks I can see water everywhere and there's no lava sound at all. I'm doing a full vis now just to find out.
Hmm
#13393 posted by Rick on 2013/12/05 21:19:16
Seems like you were right, there is no lava sound at all. Water and sky seem to be working okay.
Just realized my trick of using sky brushes to hold the lights and seal behind func_wall windows is a problem because I can hear the sky noise everywhere I did that, even though there is actually no sky visible to the player in those areas.
#13394 posted by - on 2013/12/05 23:32:03
IIRC, vis is what adds the liquid ambients to the map, as the engine uses the portal information to determine if you should be able to hear
Increase Spotlight FOV?
#13395 posted by Breezeep on 2013/12/06 00:02:16
Is there a way to increase a spotlight's fov just like the one that was used in Backstiengotic?
(I'm using trenchbroom BTW)
Also, Another Question
#13396 posted by Breezeep on 2013/12/06 00:05:09
In Backstiengotic, is it possible to make a built in skill selection part that changes the player's starting point when triggered?
Fov?
#13397 posted by Rick on 2013/12/06 17:35:55
Not real sure what you mean by fov, but if you mean how wide the spotlight's beam is you just need to set the angle key/value. There isn't one by default and I don't know how or if you can add one in Trenchbroom. I think the default is some thing like 25 or 30 (degrees).
Read This
#13398 posted by ijed on 2013/12/06 18:22:54
http://user.tninet.se/~xir870k/tooltips.txt
It explains it all, but is mostly focused on bug fixing. There's a light section in there that explains the values and how to use them.
There's Also...
#13399 posted by Rick on 2013/12/06 19:16:59
@rick
#13400 posted by Breezeep on 2013/12/06 22:07:12
I might try that.
#13401 posted by Spirit on 2013/12/11 21:15:16
Tronyn snuck another 2PSB map past my filters so I updated the BSP2 page at https://www.quaddicted.com/tools/bsp2_format
Compiling On Mac OSX 10+
#13402 posted by prizeonex on 2013/12/16 11:17:54
What is the best way to compile a map with the newest MacOS? I'm using trenchbroom to make levels and it says there are compilers built in but I don't see any way to actually use them, which I don't understand.
There Are No Compilers
#13403 posted by SleepwalkR on 2013/12/16 12:55:42
built into TrenchBroom (unless you're using the very old version which I released for Mac OS only about two years ago). You need to download the binaries yourself, for example from here: http://disenchant.net/utils/
Then you need to figure out the command line parameters (see the manuals in the downloaded zip file) and call them from your terminal in the correct location.
Compiling Made Easy
How To Use The Compiler -
Here's a tutorial on how to do the initial set up, once it's up and running you'll be flying.
http://shoresofnis.wordpress.com/2010/03/30/ne_q1spcompilinggui/
Re: Necros Compile Tools
#13406 posted by quaketree on 2013/12/16 18:20:27
I believe that those are for Windows and not Mac.
Did he say mac? I wasn't paying attention at all.
Beating 65535...BSP Faces Limits Tips
#13408 posted by Qmaster on 2013/12/21 18:44:57
Does anyone have tips for defeating the unsigned short integer limit of 65535 faces or verts in a bsp file?
I currently have in Worldcraft map info:
Solids: 14828
Faces: 90024
etc.
This number will probably reach around 150000 faces as I finish the map (I'm about 70% done). I have not compiled in over 10 months as it would probably take that long for vis to finish. Is it possible that I could still compile and beat the limit? I would like to stay within BSP if possible and avoid BSP2.
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