 Yeah - Good Question!
#112 posted by RickyT33 on 2008/03/27 12:35:59
My map is in the latter stages of vis. I can do
txQbsp -onlyents
and
light
and then theres only newskip.exe to run, but after I do that, I cant change anything, cause changing the ents would require re-doing the lights (some lights toggle on-off), and light.exe has a fit after newskip is run... (takes deep breath)
In short, I'd like to know!
 Er
#113 posted by RickyT33 on 2008/03/27 12:38:02
thats gonna confuse people.
I just mean I can get rid of the "noise" and "noise1" keys in my screenshakes, but only before I run newskip.
Unless theres another way. I'm too scared of loosing my vis data!
#114 posted by negke on 2008/03/27 13:02:01
light -onlyents then
 I Dont Think That Works With Tyrlite
#115 posted by RickyT33 on 2008/03/27 13:10:54
:-(
 Sounds And Ents
#116 posted by Preach on 2008/03/27 13:50:45
There's no plan at the moment to update with a patch. If we were, the plan would be to create a pak2.pak with the patch elements in it, to be overwritten when part 3 is released. We'd make that a separate download and patch the full file at the same time. But we'd really only use that option if a critical problem like a crash bug came up. So for now I guess the best thing is to distribute the sounds with your map. Otherwise it'll go from you telling us there's a bug to people playing your maps telling you there's a bug, even though it's not your fault, because they didn't get the patch.
And yeah Than, don't worry about not spotting it, I messed up too. I had a test map for the earthquakes, but I was specifying the sounds by hand, so the defaults were never tested.
Modifying entities:
There's at least one way of doing this when a map is fully compiled, without having to worry about which utility to use at which time. Get a copy of adquedit:
http://www.quaketerminus.com/tools/adquedit_v13.zip
Then open the bsp file with this program. You'll see a button to extract entities. This saves them to a text file, where you can edit them directly, add new fields, even add entirely new ents to the map. Then use adquedit to import them again. The text file is basically an ".ent" file, but the program bakes the entities into the map when you use the import function.
 OK, Smart!
#117 posted by RickyT33 on 2008/03/27 13:55:45
ATM I have the misc/null.wav set for noise and noise1. I think I'll probably leave it that way, but its nice to know I could change it if I so desired in the future!
cheerz
 I Wouldn't Recommend
#118 posted by aguirRe on 2008/03/27 14:16:09
using *any* old bsp modifying program on a modern bsp, they'll most likely trash it completely.
Ricky: If you don't change any brushes, you can always do another fullvis (or fastvis) run using the same prt+vis file. As long as the prt file doesn't change, the vis file should be OK.
A new run only takes a few seconds.
 Kell
#119 posted by Drew on 2008/03/28 17:40:41
How long has your site been suspended for?
 Moderator - Please Change Post ^^^
#120 posted by RickyT33 on 2008/03/28 18:04:49
kell.QUADDICTED.COM
:D
 Bug
#121 posted by Spirit on 2008/03/30 15:16:06
I played around with trigger_command and found a bug. My message is "screenshot". Sometimes when moving through it "+attack" or "+forward" are appended to "screenshot" = "screenshot+attack".
It doesn't bother me as it does not affect what I am doing but it seems undesired.
 Oh
#122 posted by Spirit on 2008/03/30 15:16:48
Of course +attack is only appended when I actually +attack at that time.
 Solution
#123 posted by Preach on 2008/03/30 16:08:53
You must suffix all commands with \n, so that the commands don't run into each other. We toyed with the idea of having all the _command entities sending "\n" after all commands but it doubles the network overhead, and stuffcmd is traffic intensive to begin with. So it's up to mappers to format the commands correctly, but when the tutorial is extended to cover all the _command entities, we will make this explicit.
 Ah
#124 posted by Spirit on 2008/03/30 16:55:52
I read that before but forgot about it. Thanks.
 Played It
#125 posted by nitin on 2008/04/05 09:21:02
nice stuff! Not overly fond of the backpacks though.
I liked the new maps, although I felt the texturing in e1m2quoth didnt always gel. One bug too, some of the pillars or buttresses kept disappearing and reappearing (sort of like software greyflash but they would just disappear). Is this known? I was using aguire's engine.
 Kell
#126 posted by negke on 2008/04/05 12:36:13
quoth2_mapsources.zip 404s
 Also
#127 posted by negke on 2008/04/05 15:48:50
when is the Quoth mapping tutorial going to be completed?
 Bug
#128 posted by spy on 2008/04/30 07:29:54
map src2 by JPL
i think its a monster_bob relating issue
ADDRESS 28(self)entity 0 330(cnt).cnt 420(?]
: SUB_AttackFinished : statement 0
: CheckAttack : statement 72
: CheckAnyAttack : statement 5
: ai_run : statement 73
: ai_runfly : statement 4
: bob_run1 : statement 2
PR_ExecuteProgram: assignment to world entity
Host_Error: Program error
the same deal with a sicktower by mr.Richard
 Spy
#129 posted by JPL on 2008/04/30 08:51:34
It is bug related to Quoth2 monster_bob indeed, not caused by my map...
 Yeah
#130 posted by spy on 2008/04/30 09:27:37
i know, but i think progs.dat should be fixed?
 Spy
#131 posted by JPL on 2008/04/30 09:41:42
I don't know: perhaps you should ask directly Kell or Preach
 I Waiting (hoping) For A Hotfix
#132 posted by RickyT33 on 2008/04/30 12:24:17
After the bomb bug.
Also the Bob is what crashes demo playback in FitzQuake when playing a JoeQuake-recorded demo (I cant remember which protocol is which)
i.e. demos play fine untill a bob is encountered
Preach - Is a hotfix likely to be released at some point? :D
 Ok, Fixed
#133 posted by Preach on 2008/04/30 13:11:52
Thanks for the full error message, it made it much easier for me to diagnose the bug. The crash occurs when a monster_bob gets telefragged. It was possible for it to escape the death animation sequence, the ghosting issue which can happen to fiends in the original quake progs. It turns into a crash though, because the gun model for a bob gets removed when it's health is below 0, even though the monster is "ghosted". So eventually you get an assign to world. The death sequence escape has been fixed, and the crash no longer occurs on this map - patch will be available soon.
 Preach
#134 posted by JPL on 2008/04/30 13:34:37
Oh yes, I remember this issue now: it has been solved in SRC only, and already reported.
SRC2 has the issue, as it has not been solved, and also because this map is older than SRC: it is a mix between monsters placement (too close) in the slime area with the stairs platform above, and the progs.dat issue...
Well, it is also partially my mistake, I have to admit it.. sorry for the trouble.. ;)
 #133
#135 posted by spy on 2008/04/30 13:59:37
Cool
 Preach
#136 posted by than on 2008/04/30 15:15:33
there is a minor bug with the screenshake entity aside from the missing default sounds. It prints some debug info when it is triggered. I presume this is not related to the lack of sounds.
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