#15590 posted by metlslime on 2015/11/20 20:49:53
oh yeah, there is the problem of trying to use info_notnull as a brush entity and a point entity in the same map. If you only want brush entities you can just change it in the .def file, but if you want both you can't.
Probably the best solution with the tools we have is to create a info_notnull2 which allows brushes, then add to your batch file some kind of step that does a search and replace with info_notnull2 to info_notnull.
#15591 posted by negke on 2015/11/20 20:55:16
Radiant only supports an entity classname to be either point- or brush-based. By default the definitions make info_notnull a point entity, so the editor converts it once you rename it.
There's no solution, only a workaround: I changed the def file so that info_notnull defaults to being a brush-based entity which then works for trigger volumes and such. It's still possible to make point-based info_notnulls by creating some point entity and renaming the classname afterwards; however, it will not show up in the editor views and can only be accessed/edited from the entity list ("L"). Pretty awkward.
Too Slow
#15592 posted by negke on 2015/11/20 20:55:46
TrenchBroom Allows You To Do It
#15593 posted by SleepwalkR on 2015/11/20 21:09:41
Monster Doors
#15594 posted by Text_Fish on 2015/11/20 21:54:03
Is there a way to make a door operable by monsters only? I thought it could be cool to have a bit of my map where the player has to sneak through the door just after a monster to get through.
#15595 posted by Rick on 2015/11/20 23:07:56
I was using Netradiant and having no problems at all with info_notnull spawnable triggers, until I downloaded a newer version - then it went all stupid. Not only did I have to switch back to the older Netradiant, I had to revert to an earlier version of the map that had never been saved in the newer version. I probably could have eventually figured out what was wrong, but reverting to an older map was quicker.
Monster Doors And Info_notnull Defeated, Almost
#15596 posted by DeeDoubleU on 2015/11/21 00:49:32
Trigger opens real door and another invisible one that blocks only player.
https://dl.dropboxusercontent.com/u/58150516/monstersonly.zip
Thanks for suggestion guys. I changed my quake.def entry for info_notnull to:
/*QUAKED info_notnull (0.8 0.6 0.2)
Invisible entity. Used as a positional target for lightning.
*/
Works like a charm. Only problem is... not even a problem really, minor issue - editor treats every word of description as a flag now 8)
https://i.gyazo.com/826e8d43aaccbbd2295bf16e20fb45f0.png
#15597 posted by necros on 2015/11/21 02:31:23
point entities are defined like this:
/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
Air bubbles. They disappear in Deathmatch.
*/
where the last 2 sets of numbers refer to the minimum point and maximum point of the bounding box.
#15598 posted by metlslime on 2015/11/21 07:41:37
You're missing a question mark. Here's a correct example:
/*QUAKED trigger_ladder (.5 .5 .5) ?
invisible ladder entity. when player is touching this entity, he can climb by pushing 'jump'
Keys:
"angle" the direction player must be facing to climb ladder
*/
#15599 posted by necros on 2015/11/21 10:02:27
oh right you were actually trying to do a brush entity..... i think my reading comprehension is getting worse ._.
Editors "Fixing" Entities Not Conforming To FGD
#15600 posted by Qmaster on 2015/11/22 22:00:18
For Worldcraft/Jackhammer users, you can delete the definition for info_notnull from your fgd. One caveat, if you use a targetname on it, though, the editor won't be able to find it when it does the "Check for Errors" and will say cannot find suchnsuch targetname for whatever entity targets it. Just ignore it if you can. Conversely it won't be able to tell you if the info_notnull's target can't be found.
Predefined Entity Properties?
#15601 posted by DeeDoubleU on 2015/11/23 10:52:12
Is it possible to make an entity with predefined keys and their values?
Would be nice to setup few hacked triggers/doors once and then just place it on the map as easy as regular entities.
Oh, and by "possible" I mean editing .def or other config/settings file, without recompiling the editor.
#15602 posted by adib on 2015/11/23 15:00:14
I think FGD allows default property values.
Disco Lighting
#15603 posted by kaffikopp on 2015/11/26 22:20:03
Anyone know what causes this? It seems to appear in certain spots in every map I compile: youtube link
#15604 posted by ericw on 2015/11/26 22:40:17
I'd guess there's a stale mapname.lit file in your quake/id1/maps directory, try deleting it.
If you're compiling in another directory and copying to quake/id1/maps, make sure to copy both the .lit and .bsp.
#15605 posted by ericw on 2015/11/26 22:44:18
Also, in that video it looked like the disco colors were showing up on the gun, but the floor was black? That's an engine bug (or weird feature), I guess. What engine is that?
To avoid having to run around checking for the gun color to change, maybe try Quakespasm with "r_lightmap 1" and "gl_clear 1" set, and noclip around the map. I'm fairly sure that QS will always match the weapon color with the floor lightmap color you see with "r_lightmap 1".
MarkV
#15606 posted by kaffikopp on 2015/11/26 23:39:02
Strange, I tested the same map in QS and it didn't occur. Guess it must be engine-related and not the map or compile tools.
Eric
#15607 posted by ijed on 2015/11/29 02:24:51
I felt like throwing some money at you, but there's no paypal link on your site...
Props for everything you continue to do, we all need more unassuming heroes.
Ijed
#15608 posted by ericw on 2015/11/29 21:43:56
Thanks, appreciate it :-)
Engine Weirdness
First corrupted lightmaps in Darkplaces. These look fine in Quakespasm, Fitz 8x, Mark V even original GlQuake! I googled and see nothing. The complier I am using is tyrutils-ericw (v0.15.1). Any help or ideas on what to try would be appreciated.
https://dl.dropboxusercontent.com/u/23701801/dp20151203164613-00.jpg
https://dl.dropboxusercontent.com/u/23701801/dp20151204072950-00.jpg
Next issue. I have a ramp 128x128 with a height change of 64. And I am getting stuck on an invisible barrier - not 100% of the time but enough to be a problem in a DM map. Now I assume this is a netquake issue (Quakespasm) vs. QW physics of (Darkplaces). But hoping there is some way to address this.
https://dl.dropboxusercontent.com/u/23701801/ramp_issue.PNG
#15610 posted by metlslime on 2015/12/04 19:10:03
for the second problem, try replacing the triangular wedge with a slanted cube that has both a sloped surface and a flat top surface in the same brush.
#15611 posted by ericw on 2015/12/04 19:33:21
That looks like the floating-point lightmap size issue.
First, might be worth updating to 0.15.3 of my tools here.
Slightly off grid geometry could be a cause, same with the ramp issue. If you open the map in a text editor, are there lots of numbers that are slightly off integers?
Also, I might be able to add a workaround for the lightmap issue in the utils. Could I check out your map file?
@metal will do - thanks.
@ericw I just compiled again and noticed these are actually the 0.15.3 versions. your readme is out of date (I think) - I just emailed you the map.
#15613 posted by Joel B on 2015/12/04 20:00:38
What version of DarkPlaces are you using?
Dumptruck_ds
This is a known issue with darkplaces, slapmap has an interesting little write-up on it -
https://slapmap.wordpress.com/2013/04/04/fun-with-darkplaces/
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