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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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So 
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 
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 
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 
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 
"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 
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 
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 
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 
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. 
 
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? 
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 
In Backstiengotic, is it possible to make a built in skill selection part that changes the player's starting point when triggered? 
Fov? 
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 
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... 
@rick 
I might try that. 
 
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+ 
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 
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 
Use necros compiling tools.

http://shoresofnis.wordpress.com/2010/03/31/ne_q1spcompilinggui-update-1-0-1-and-quake-stuff/

It will make your life a whole lot easier. 
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 
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 
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. 
 
try tyranns vis 
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