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HipsHOT
#14263 posted by mfx on 2014/08/20 15:51:08
Detail support for Q1 exists now for over 10 years.
Its not a new feature, nobody was using it because of .... Fill in dumb behavior.
Alexander Malmberg did the real magick back then.
http://quest-ed.sourceforge.net/news.html
Your search - site:quest-ed.sourceforge.net/news.html detail - did not match any documents.
So, more like... nobody was using it because it either didn't exist or was hilariously unusable.
#14265 posted by mfx on 2014/08/20 16:06:52
And Here
#14266 posted by mfx on 2014/08/20 16:08:57
MFX
#14267 posted by Hipshot on 2014/08/20 16:15:32
No need to be upset. I'm sure it didn't have it in 1998? Anyway, I'm using it now so =)
Its Cool
#14268 posted by mfx on 2014/08/20 16:43:08
people seem to forget about some things. its been a while, i understand..
Quest
#14269 posted by ijed on 2014/08/20 17:11:00
Heard it mentioned before, by CZG I think, but never investigated it.
^
#14270 posted by necros on 2014/08/20 19:13:12
interesting... i never knew that.
#14271 posted by bg on 2014/08/22 18:02:46
Quake still doesn't have toggle-able areaportals.
FTE has them, if people would just start using q3bsp already. ;-)
Wondering
I'm exploring Quake editing and I was wondering about something:
Is it possible to have a start map in which you have several teleporters each linking a new map? So the start map would function like a hub. You can jump through the teleporter to play that map and at the end you can jump through the teleporter to bring you back to the start map?
If so, would it also be possible to have your actions influence the start map? For instance, you played one map, got the key, now that teleporter isn't accessible anymore (after you got back) and the key you found opens something in the start map.
Last but not least, I remember a post from a while back in which someone showed of a portal he made in Quake which let's you see what's on the other side. I'm not talking about the portal gun mod. If you do remember, would that also work with the example above? As in, the teleporters in the start map show you the beginning of the levels they represent?
Is it possible to have a start map in which you have several teleporters each linking a new map? So the start map would function like a hub. You can jump through the teleporter to play that map and at the end you can jump through the teleporter to bring you back to the start map?
Yes, absolutely. Quake does this after all. ;)
If so, would it also be possible to have your actions influence the start map? For instance, you played one map, got the key, now that teleporter isn't accessible anymore (after you got back) and the key you found opens something in the start map.
This can be emulated, but it's hacky and limited. Quoth has a feature that allows you to do exactly this, though.
Last but not least, I remember a post from a while back in which someone showed of a portal he made in Quake which let's you see what's on the other side. I'm not talking about the portal gun mod. If you do remember, would that also work with the example above? As in, the teleporters in the start map show you the beginning of the levels they represent?
You can only have one world (i.e. one bsp precached) at a time.
Onetruepurple
Hah, I've been playing custom maps for so long that I totally forgot that normal episodes end that way :)
The idea is to have a room with 5 teleporters of which one is locked. Each of the 4 others lead to a map and in each map you have to get a key. Each of the keys will remove a set of bars and upon completing all 4 maps the 5th teleporter would open and get you to the final map (of which there is no return). As I understood Quoth is not open and thus a bit limited in what the community can do with it correct?
Could I fake it by using a screenshot of the opening area (of the next map) and thus imitating it?
#14275 posted by JneeraZ on 2014/08/23 15:03:32
You're describing the Quake start map. :) The source for it is out there, Romero released it a few years back...
Sprony
If the teleporters are against walls (so that the player cannot walk right around them), why not just copy&paste the beginning area of each map behind the teleporter in question? I.e. build a door leading to the beginning area of each map, but put an exit trigger in the doorway, so that the map ends just as the player walks through. That would look a lot more realistic than a screenshot in my opinion...
Willem
Lol, yes Willem expect I want to have my actions have impact on the start map :)
@total_newbie: As in making transparent so people can see through and by actually going through the map would load? Doesn't sound like a bad idea. However a proper image of the map could work too.
Yes
Exactly. :) There's this one level in Duke Nukem 3D where the end of the map, the player sees the beginning of the next map, but it's just scenery; the player never goes there (if you noclip there, you get some typical Levelord message about not being supposed to be there or something, and you can see that it's just a copied&pasted fragment of the next map), but when the next level loads, you find yourself in the exact surroundings that you could see from the end of the previous map.
There are no teleporters in that example; the idea is rather to create the illusion of one continuous area. But it's the same basic idea.
#14279 posted by JneeraZ on 2014/08/23 15:50:56
Half-Life does that too ... air lock areas that are identical with a quick load.
SpronyvanJohnson
That's fairly simple then. You can use runes as your keys, block the exit teleporter with a func_bossgate, and use func_episodegates for blocking the skiogates you've already visited.
You Just Went Full Retard Sprony
Yeah, you are right Onetruepurple. Checked it out yesterday at it's actually all there. I'll look at the source maps to see how it's done. Pretty embarrassing :S
Rejoice!
#14283 posted by ijed on 2014/08/24 21:23:09
The bigger the fail, the more you learned.
Powerups...
#14284 posted by Hipshot on 2014/08/25 01:05:57
Hrm, I dont know why, but for some reason, no powerups spawns in my level, trying to place the ring, but the quad and the penta won't spawn either.
I always try to look at iDs source levels, however I see nothing on the ring in E1M3 that's different with mine, not on the worldspawn either.
#14285 posted by ericw on 2014/08/25 02:24:36
Try setting "developer 1" in the console and then load the map, you might get "Bonus item fell out of map". If that's the case the item position just needs to be tweaked - move further from walls and away from floor. I don't know the exact distances off hand
Eric
#14286 posted by Hipshot on 2014/08/25 09:30:10
Yea, you're right, the actual bounding of the ring seems to be a much larger affair than trench displays.
Really?
#14287 posted by SleepwalkR on 2014/08/25 09:52:01
Then the fgd file is incorrect. Can anyone tell me what the correct bounding box is?
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