Mfx
#14123 posted by Preach on 2014/07/25 06:10:25
Can you e-mail a copy of this map to me? I'd like to investigate but it's hard to reproduce the specific issue you're encountering.
I posted a series of blog posts about how Quoth does triggers, but it's certainly very different code to the original, and contains behaviour changes. If you are running into a very specific bug in the original progs there's a good chance it's not present in Quoth simply because the code is so different, rather than a deliberate targetted fix.
If it's a behaviour change which avoids the bug, then I can't see which one it can be. One of the things that's changed is that multiple target, targetname and killtarget fields are supported, but that shouldn't affect a vanilla-built map. Another change is that an entity in Quoth can have a killtarget and still fire targets afterwards - in vanilla the code skips target if killtarget is set. But that doesn't explain why one would fire and not the other two...
Scampie
#14124 posted by necros on 2014/07/26 17:31:18
an alternative would be to put a skip texture on the offending world face and make a func_illusionary with the same brush without skip on the face. i've done that a few times and it seems to work fairly well.
#14125 posted by Lunaran on 2014/07/30 08:10:53
you know how a gap in the floor with a clip brush over it acts like monsterclip?
how do I make it not do that? is that possible?
#14126 posted by metlslime on 2014/07/30 08:19:01
try having a skip-textured func_wall that covers the gap.
#14127 posted by Lunaran on 2014/07/30 09:14:24
answer: a func_wall textured with skip!
Or A Skip-textured Detail Brush
#14128 posted by anonymous user on 2014/07/30 09:41:52
to save an entity
No
#14129 posted by - on 2014/07/30 09:55:02
detail brush is bad, as qbsp would cull the 'hidden faces' of the bit of the gap you want to see. detail brushes in q1 are not like q3 where they won't cut surrounding surfaces, they are like q2 where they are only 'structural brushes that vis does not consider'
Well
#14130 posted by anonymous user on 2014/07/30 10:03:32
You'd need to make it an upside-down pyramid or something, so that none of the faces touch any surrounding geometry, apart from the floor plane.
Ideally, you'd make the func_wall the same way, to avoid creating unnecessary epolys.
Like This...
#14131 posted by Preach on 2014/07/30 20:09:28
http://tomeofpreach.wordpress.com/2013/03/31/windows-in-quake/
Remember that skip will also block grenades and rockets, while clip doesn't, so make sure the gap is small enough for this not to matter.
Ne_q1spCompilingGui
#14132 posted by Cocerello on 2014/07/31 15:34:42
Does anyone have this? I need it because Hammer doesn't accept comandline parameters for compiling.
The problem is that latest one asks me to install NET. framework 4.0, which i cannot install. As far as i know, v1.0 and v1.1 only ask for net. framework 2.0, which i have. Does any of you have any of this older versions?
Yes It Does
#14133 posted by ijed on 2014/07/31 15:38:31
There's a small window in the compile dialog where you can type in every version of Hammer/WC.
Or you can just write a batfile.
Coce...
No
#14135 posted by Cocerello on 2014/07/31 17:59:16
* Ijed, the problem isn't to input the comands, is that Hammer/WC don't use them when you input them, at least those like -extra4 or -gate, for example, but uses them if they are -windowed -game xxx or -width xxx -height xxx or something similar.
A bat file can be a solution, i know how to make them, but what comands do i need to write into them? Just execute nomapversion.exe, light.exe, qbsp.exe, vis.exe in order one by one and relate them to an origin (.map) and a destination (.bsp, .pts, .lit)?
* FifthElephant, i have that one already, but thanks anyway. That is the version i was talking about that i can't use, i need one OLDER.
Could Try Pm Necros Instead?
maybe he has an older version on hand?
Cocerello
#14137 posted by ijed on 2014/07/31 18:25:06
Here's one:
https://www.dropbox.com/s/rtxwxt9klgmn39b/compile_full.bat
Just edit it and replace with your map name and add/remove whatever other controls you need like -extra4 etc.
Cocerello
#14138 posted by necros on 2014/08/01 00:04:44
http://mobile.sheridanc.on.ca/~jonescor/temp/ne_q1spCompilingGui101.exe
no guarantee if it works or not. probably lots of bugs too. :\
how come you can't install .net 4?
Thank You
#14139 posted by Cocerello on 2014/08/01 05:29:03
Ijed and necros. Will test them with the jam right now.
* Necros, i can't install it because it needs xp SP3 and i think that it has more disadvantages than advantages for me.
Apart from that, the internet conection i use this last months goes down on random, sometimes just after one minute, sometimes it last an hour, not that i can protest, as it is free. In those circumstances, downloading something as big as a NET. framework is imposible, even more a SP.
??
#14140 posted by Cocerello on 2014/08/01 13:17:09
I used Ijed's .bat for compiling my jam2 map and it looks like this. What i could do wrong to get that?
#14141 posted by ijed on 2014/08/01 14:16:00
Bad light map. Did you replace all the bits that said YOURMAP? It should be one to create the bsp, one to vis it and one to light - I think the last one you missed.
Lit File Is Outdated?
#14142 posted by mfx on 2014/08/01 15:33:27
#14143 posted by Cocerello on 2014/08/01 19:38:17
No, i substituted them all, and i saw light.exe running in the compiling window. Surprisingly, i cannot see light.exe now on Worldcraft's GUI when compiling, maybe i deleted something ...
By the way, i had to delete from the .bat -transwater -oldaxis -lit, for it to work. Told me that it couldn't recognize those parameters.
* Could you explain that outdated part, Mfx?
Only Happens To Me
#14144 posted by mfx on 2014/08/01 20:05:37
Hm
#14145 posted by ijed on 2014/08/01 20:28:28
What compilers are you using?
Switch to Tyrann's!
http://www.disenchant.net/
#14146 posted by necros on 2014/08/02 05:45:28
Could you explain that outdated part
when you compile a map with coloured light, you get two files; the .bsp which has black and white lighting and a .lit file which has extra data that the engine uses to add colours. if the .lit file is from an older compile, it can make the map look weird in game because data is mismatched between the new .bsp and the old .lit.
Cocerello
#14147 posted by necros on 2014/08/02 05:47:55
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