#13647 posted by Spirit on 2014/03/05 10:09:01
What Mr Useless is not saying is that aguirRe is Bengt Jardrup's nickname. I would recommend using Tyrann's tools as they are actively developed, fast and have great features. Check out http://www.celephais.net/board/view_thread.php?id=60967
Sprony,
Which compiler you use depends on what features the compiler has. I tend to use Tyr's BSP most of the time and I revert to Bengt's Treeqbsp tool when my geometry microleaks (it rounds vertices to less decimal places, plus I can never get the portal file to work with Tyr's utility).
Tyrann's Tools
#13649 posted by ijed on 2014/03/05 14:38:30
Have detail brushes and a load of other handy features.
Detail brushes make your vis time reasonable - recently I heard a case of a map taking half a day reduced to >2 hours by application of detail brushes.
Excellent
Thanks guys!
Starting The Player With The Axe
#13651 posted by Featheon on 2014/03/17 22:45:52
I would like to have the player start with no shells and the axe selected.
My attempt: I thought the easiest way of doing this was to have console run the command "give shells," but I could not get that command to execute from a .cfg file.
Is there a way to complete this task without compiling with QuakeC?
You Can Do It With A Hack
#13653 posted by - on 2014/03/17 23:18:03
Make an 'info_notnull' entity underneath the player start.
Add the following keys and values:
"think" "PlaceItem"
"nextthink" "0.2"
"touch" "BackpackTouch"
"ammo_shells" "-25"
This basically makes an invisible backpack item, like monsters or deathmatch opponents would drop, and contains -25 shells.
Otp:
#13654 posted by - on 2014/03/17 23:21:34
You don't need to do all that if the player is sure to have only the shotgun and axe and 25 ammo.
Rekt Once Again
Thanks
#13656 posted by Featheon on 2014/03/18 00:04:23
I was able to implement this within 5 minutes of the post.
Is there a way to suppress the pickup sound?
Nope
#13657 posted by - on 2014/03/18 00:18:35
#13658 posted by necros on 2014/03/18 02:07:14
if the info_notnull is right on top of the player such that they pick it up as soon as the map starts, does the sound still play?
Yes Sir
#13659 posted by Featheon on 2014/03/18 02:38:05
If There Is A Man, Stood In A Forest Miles Away From Anywhere
#13660 posted by RickyT33 on 2014/03/18 12:12:22
and no-one can hear him. Is he still wrong?
Crushing Platforms
#13661 posted by ijed on 2014/03/18 17:08:19
I keep getting crushed by my func_plats when going up, even though they're damage 0 and have nothing out of the ordinary applied. They seem to be touching me more than once per frame and doing 1 point of damage, stripping off my armour before hurting me.
Is this an engine issue? Framerate?
It isn't happening with func_doors but in some cases I need platforms.
#13662 posted by necros on 2014/03/18 21:42:31
it is a bug with the collision detection of the engine.
i forget exactly what it was, but it had to do with bounding boxes.
if you are inside the bounding box of a mover, this can happen. the solution (i think?) was to make it so you were standing on the top of the bounding box of the mover pushing you up...
Ah
#13663 posted by ijed on 2014/03/19 01:33:45
Ok, thanks.
Ok
#13664 posted by ijed on 2014/03/20 15:03:41
It seems its an accuracy issue - my platforms were just too thin.
Subtractive Mapping?
Preface: I understand that this is in no means practical.
Has anybody ever tried starting with a large solid and carving the map from that? A subtractive rather than additive process?
#13666 posted by metlslime on 2014/03/25 08:44:11
i tried it for my first failed map in 1996. after 5 rooms the qbsp process started taking many minutes. Probably the tools aren't designed for it. (of course, the issues isn't qbsp, it's the editor that has to chop up the brushes into normal additive brushes that get sent to the compiler.) And really, most people here will tell you not even to carve a single hole in a wall in an otherwise additive map, since most editors carving tools are so bad.
#13667 posted by Spirit on 2014/03/25 08:58:40
unreal worked like that.
Unreal did work this way. The tools for quake aren't really designed for it.
#13669 posted by JneeraZ on 2014/03/25 14:37:11
Unreal got away with it because it was designed to support subtractions right from the start. Quake was not.
Descent Mapping Was Kind Of Like That
#13670 posted by necros on 2014/03/25 20:53:04
you didn't really subtract but you could only create playable areas, not walls.
Serious Engine
#13671 posted by quaketree on 2014/03/25 21:59:55
Is also subtractive. Too bad really, I've noticed that engines that use that method didn't get a lot of 3rd party mods or levels like additive ones did\do. The subtractive method is an inherently non-intuitive way to make content which made a lot of people shy away from games that used it IMO. That the first major games that were modded by a lot of people (Doom and Quake specifically) used additive geometry probably didn't help in getting people to switch over.
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