#15826 posted by necros on 2016/01/20 20:56:13
It depends on your editor. In sikkpin 's editor I could just cut and paste and it would place that entity at the start of the list.
No t sure about TB or jack/hammer
A Good Nightmare!
#15827 posted by mjb on 2016/01/20 22:09:25
Tried your not_null entity with the think keys and it works like a dream (Or should I say nightmare!)
I was able to spawn in an extra enemy and remove ammo ONLY if the skill level was 3. The only caveat is the number of kills on Hard mode will always be greater than the available monsters. But since this is also a pretty crazy hack to begin with, I will not complain!
I tested think at 1 and it acted without delay. I understand if I have any issues I will just up the number to 2 or higher.
Either way I am ecstatic that this is working and is consistently working! Thank you Necros for your help I greatly appreciate it. I do try to search this thread for help before posting but this one I would have never figured out on my own.
Oh I use TrenchBroom as my editor. I was editing the .map file with a text editor and then compiling to change entity orders. But with this think key I can bypass all that.
Cheers
Fixed Post
#15828 posted by Preach on 2016/01/20 22:32:19
Thanks to necros for sorting this out while I was away, I've corrected th_stand in the blog post down.
Bonus idea: if you're worried about kills in nightmare, why not try killing off the monsters instead of using killtarget on them? The easiest way to do that would be to telefrag them, have some teleport triggers around them which you fire in hard to make the monsters smoosh together and die. In nightmare, you killtarget the teleport trigger so teledeath doesn't occur. You could even use the gibs for bonus decoration in hard...
Great Idea Preach
#15829 posted by mjb on 2016/01/20 23:25:58
Thank you for the great blog posts, they are very useful!
Well the way I am doing it is having a monster with targetname "nm" with a delayed spawn.
The trigger_once that the sham_magic11 hits targets "nm"
I should have mentioned I am using Quoth haha. The telefrag plan is a good idea but I think if I actually have the full map pack finished I'll worry about the kill count. ;)
Much appreciated.
Preach
#15830 posted by necros on 2016/01/21 02:19:30
maybe add a quick blurb about using think + nextthink. while it's not as clean as doing it via classname, it is simpler as entity order is no longer important.
#15831 posted by adib on 2016/01/21 05:13:38
Gonna pester Xaerox at JH thread about entity order.
Think Works Great
#15832 posted by mjb on 2016/01/21 12:28:44
I have fully implemented NM spawns/despawns in my map and it works fantastic. The only requirement is to not have any NM related "stuff" happen in the player's line of sight at the start of the level(Unless you want them to see their hopes in dreams vanish or appear in front of their eyes!). Looks like with a map with a lot of entities, nextthink 2 is ideal.
Total Beginner Needs A Bit Of Help With First Ever Map
#15833 posted by sputnik on 2016/01/23 20:54:37
I'm using TrenchBroom to make my first ever map. Testing it with DarkPlaces. All going well initially but now the map is starting to flicker, making parts of walls and floors momentarily transparent.
I've tried using the Point File to find leaks but can't figure out where they are or how to fix them.
This is all beginners' stuff, I'm sure. But we all have to start somewhere :)
Any advice gratefully received. Thanks.
It's A DP Bug...
#15834 posted by ericw on 2016/01/23 20:56:50
set "r_useportalculling 0". I should report it properly..
Thanks Ericw
#15835 posted by sputnik on 2016/01/23 21:04:59
Thanks for the quick answer. I tried that but still have the flickering. I think it's down to problems with the map as it only started after I built a new area.
Compiling the map gives me dozens of warnings but I'm not sure how to address them. As a total beginner, I've read a lot of guides but to no avail.
#15836 posted by JneeraZ on 2016/01/23 21:07:11
Use a more standardized engine like Quakespasm or Fitzquake. Using Darkplaces adds a bunch of variables into the mix that you don't need to be concerned about right now.
IMO
I think testing in a wide variety of engines is a good idea, the quake community is pretty fragmented.
Various Engines Now Tested
#15838 posted by sputnik on 2016/01/23 21:28:21
Thanks. I've now installed and tested my map with Quakespasm and Fitzquake. Both were flicker-free. So it was indeed a Darkplaces issue.
Annoying though as Darkplaces with hi-res textures made even my unfinished effort look nice!
#15839 posted by JneeraZ on 2016/01/23 21:38:16
"Annoying though as Darkplaces with hi-res textures made even my unfinished effort look nice! "
*glare*
Glare?
#15840 posted by sputnik on 2016/01/23 21:54:39
Glare because looks are less important than gameplay?
#15841 posted by JneeraZ on 2016/01/23 21:56:28
Just a personal belief that high res texture packs for Quake are the devil.
#15842 posted by sputnik on 2016/01/23 21:57:38
Ah ok, got it.
#15843 posted by Kinn on 2016/01/23 22:02:38
Annoying though as Darkplaces with hi-res textures made even my unfinished effort look nice!
I spent a while looking for a suitable reaction .gif to respond to this with, but got sidetracked and never did finish my quest.
#15844 posted by sputnik on 2016/01/23 22:10:00
I had no idea that they were frowned upon. My post asking for advice was the first time I'd dipped a toe into these waters.
As an 'outsider', I like to play single-player Quake in Darkplaces with hi-res textures. It's fast and it looks great (to me, anyway).
#15845 posted by JneeraZ on 2016/01/23 22:24:04
Kinn and I (and a few others) are pixelated purists. We can be annoying...
Well
#15846 posted by ijed on 2016/01/23 22:58:25
It's a bit more than that. The general idea is that Quake is too low res in geometry to have hi res textures look good.
Realistic type spaces are hard to do for a similar reason - the player is a really fast dwarf, making it instead suited to cyclopian architecture.
Don't worry though - if you hang around here long enough I'm sure you can grow yourself a fine flowing neckbeard!
#15847 posted by sputnik on 2016/01/23 23:02:47
A neckbeard is one thing but there's no way I'm moving into a basement!
Not The Only Option!
#15848 posted by ijed on 2016/01/23 23:09:21
Soap Box (on top of)
Bridge (under)
Iceberg (if Vondur gives permission)
CZGs Anus (I hear it's nice this time of year)
And, of course, The Moral High Ground
Careful Though
#15849 posted by adib on 2016/01/24 05:44:09
You don't get into the bus and go joking about czg lower parts or sexual preferences. It's hard to unlock this badge.
Sputnik
#15850 posted by adib on 2016/01/24 05:53:37
I like HD textures and Darkplaces can be beautiful, but I had this flickering problem using it. Entities like func_plat or func_wall flicker in some conditions I couldn't figure. Darkplaces also render shadow artifacts I don't see in other engines. If you like GL render and HD textures, have you tried EzQuake?
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