Adlib
#15851 posted by sputnik on 2016/01/24 12:20:41
Thanks for the suggestion. I tried EzQuake but it gave me "SV_Error: Programe error" and I was never able to start my map.
I'll try breaking my map down into separate chunks until I can find and fix the errors.
This might be a stupid idea but ... if there are problems with leaks ... would putting the whole map inside a huge box fix the problems?
Boxing A Whole Map
#15852 posted by PuLSaR on 2016/01/24 12:34:28
is a direct way into czg's anus to hell. don't ever do that.
Two Places I Don't Want To Go
#15853 posted by sputnik on 2016/01/24 12:39:47
Thanks for the tip
#15854 posted by JneeraZ on 2016/01/24 12:48:39
"if there are problems with leaks ... would putting the whole map inside a huge box fix the problems? "
No, it would hide them. :)
It's an idle threat. Several of my maps are inside a giant box ;)
Just Fix Da Leex
#15856 posted by Kinn on 2016/01/24 13:02:29
I've never found leaks difficult to fix - just load the pointfile in the editor and follow the line, as you would follow the candy trail to Shambler's false-number-plated white van parked in that abandoned building site.
Follow The Line ...
#15857 posted by sputnik on 2016/01/24 13:37:35
My line is like a spiral drawn by a blind child :(
However, I shall keep working away and look forward to having my finished creation pulled to pieces by all and sundry :)
Waterfall
#15858 posted by mjb on 2016/01/25 12:24:14
Hello again,
Found another obstruction this time in the form of map objects. Quoth shows support for a waterfall map object but I do not see it on the point entity map objects listing. I only see Custom, Grill, Grill 64, and Grill 128.
I tried using a custom map object but I can't find where the waterfall mdl would be...I searched through the Quoth pack files to no avail. Surely I am missing something but if anyone can provide assistance I'd appreciate it.
Thanks!
#15859 posted by necros on 2016/01/25 12:47:17
I think that's preach's waterfall, so it'd be up on his blog for sure.
It Is Indeed Preach's
#15860 posted by mjb on 2016/01/25 13:06:00
Yes you are correct, I am using his Quoth tutorial articles and I must say they are an absolutely wonderful resource. The waterfall sounds perfect for the ideas I have in mind but the first step is to place down a waterfall_map_object which seems to be missing from my point entities list. I am using Trenchbroom if that makes a difference.
As I have said, I tried searching the Quoth pak files via PAK explorer and could not find any indication of a waterfall mdl file or anything similar.
#15861 posted by necros on 2016/01/25 13:23:40
There's a generic model entity you can use. just download the model from the blog.
Need To Search Deeper Next Time
#15862 posted by mjb on 2016/01/25 13:32:13
Ah, so I started digging deep into the models section of Preach's Blog which states he removed it from re-uploads due to enhancing the waterfall object.
Looks like I can just grab the model and go from there.
Only thing that appears to be a caveat at first glance is the missing keys that come staple with the mapobject_waterfall described in the Quoth pack *As seen here: https://tomeofpreach.wordpress.com/quoth/tutorial/mapobject_waterfall/ Or maybe it is there...will check later tonight.
Thanks for the assistance!
Sometimes You Need A Second Pair Of Eyes
#15863 posted by mjb on 2016/01/25 13:56:58
Alrighty, looking deeper into the wonderful Tome of Preach and I find the Quoth2.fgd Now Trenchbroom has that as a default selection but the one on Preach's Quoth page is updated with....
wait for it...
mapobject_waterfall!
Among other entities I noticed missing.
Pretty certain this will be case closed but thanks again Necros for giving another pair of eyes.
I think the brightside is if someone in the future is having the same issue they can do a search and find these posts. ;)
Waterfall Of Tears
#15864 posted by mjb on 2016/01/25 22:25:36
Okay, back again yay!
Waterfall object is there...I can place one (Blood waterfall is legit!) but no sound comes from the falls.
Tried sounds: 1 but that does not work either.
The PAK2 contains misc/wfstart.wav and wfend.wav so the sound exists. I can play the sounds with a play_sound entity but that's not ideal.
Furthermore, if I want to trigger the fall from starting or stopping I can do that just fine and the animations play but the sounds do not. For that I am using noise and noise1 for start and stop respectively. I don't see any console errors regarding the sounds so I am a bit puzzled.
Triggered Sounds
#15865 posted by Preach on 2016/01/25 23:33:04
All the extra sounds key stuff is really there so you can have an easy to toggle sound for dynamic waterfalls, so the "sounds 1" key only works if you trigger the waterfall. You may want to try again now you've made it trigger. If you have a static waterfall then the play_sound route is the way to go.
Due to an oversight, the sound doesn't being playing until the waterfall is triggered to begin flowing; if it starts the map in flowing mode it will be silent. I'll add this to the fix list but a workaround in the meantime is to start the waterfall "dry" and then instantly trigger it when the level starts.
Correction
#15866 posted by Preach on 2016/01/25 23:35:30
...the sound doesn't begin playing...
Waterfall Of Joyful Tears
#15867 posted by mjb on 2016/01/26 00:10:37
Thank you Preach, your explanation makes sense and works! Totally no problem to trigger when the level starts as it plays and turns off when triggered at the expected time.
I want to thank you for this waterfall feature, it is truly gorgeous and increases that creative flow. ;)
Another Consideration
#15868 posted by mjb on 2016/01/26 00:38:38
It appears that the sound when only play if it is triggered from the dry state to flowing state...but it also must be within audible range of the player or it will stay silent.
I resolved this by having it trigger right before a door opens to the room with the waterfall puzzle. Just an observation!
#15869 posted by necros on 2016/01/26 01:00:48
yeah, it'll stop when you leave listening range too :(
#15870 posted by metlslime on 2016/01/26 01:24:56
this is a difficult problem in quake, in rubicon2 i tried to solve it by constantly triggering the sound when the player is within a medium range from the player, but this probably only works for white-noise type sounds since otherwise you'll hear clicking/popping i think.
Interesting Metlslime
#15871 posted by mjb on 2016/01/26 13:12:27
Hmm, good to know that sometimes you just have to "wing it" with these things. My current waterfall situation is working 100% as much as I know it can so I am happy about it. I think I might stick with just aesthetic falls from here on out though. Those blood waterfalls just have to be used somewhere! ;)
Few Questions Regarding Func_Train
#15872 posted by DeeDoubleU on 2016/01/26 14:01:04
Am I understanding it correctly that path_corners need to be set at regular intervals along desired path, because they are sound emitters and not train itself?
In Preach articles I saw instructions for changing path once to alternate. Any other interesting tricks/hacks with trains and path?
Don't remember exact map name from original Quake that had a lift going between 3 floors stopping for a second at each floor. Was it func_train also? In any case how does it work?
#15873 posted by JneeraZ on 2016/01/26 14:10:43
I think each corner has a wait of "-1" so it just waits at each floor until it gets triggered again.
E2M6
#15874 posted by mjb on 2016/01/26 15:11:39
Is the map you are thinking about. I think they just had a large elevator like func_train with waits set to go off. So once triggered, it would go up to the second floor and wait for 3 or so seconds then proceed to it's third path corner. Since the original Quake can't re-activate a func_train when it reaches a corner set to wait: -1, I am thinking maybe they had a fourth path corner that is in the same spot as the second floor one that targets back to the 1st floor.
I would need to play the map again or check the source to be sure though!
E2M6
#15875 posted by mjb on 2016/01/26 15:11:39
Is the map you are thinking about. I think they just had a large elevator like func_train with waits set to go off. So once triggered, it would go up to the second floor and wait for 3 or so seconds then proceed to it's third path corner. Since the original Quake can't re-activate a func_train when it reaches a corner set to wait: -1, I am thinking maybe they had a fourth path corner that is in the same spot as the second floor one that targets back to the 1st floor.
I would need to play the map again or check the source to be sure though!
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