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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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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! 
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 
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 
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 
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. 
 
Gonna pester Xaerox at JH thread about entity order. 
Think Works Great 
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 
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... 
set "r_useportalculling 0". I should report it properly.. 
Thanks Ericw 
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. 
 
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 
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! 
 
"Annoying though as Darkplaces with hi-res textures made even my unfinished effort look nice! "

*glare* 
Glare? 
Glare because looks are less important than gameplay? 
 
Just a personal belief that high res texture packs for Quake are the devil. 
 
Ah ok, got it. 
 
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. 
 
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). 
 
Kinn and I (and a few others) are pixelated purists. We can be annoying... 
Well 
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! 
 
A neckbeard is one thing but there's no way I'm moving into a basement! 
Not The Only Option! 
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 
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 
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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