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!
#15876 posted by metlslime on 2016/01/26 17:28:37
i don't think this is a feature of stock quake because to do it in rub2m2 i had to change the code.
Idea For A Remake Of E2M6
Up/down buttons for every floor of the lift.
Should be doable in AD...
Or Just Remove The Lift Altogether And Replace It With Something Bette
#15878 posted by czg on 2016/01/26 17:42:12
r
I hate that lift
#15879 posted by - on 2016/01/26 18:47:38
Make the lift a secret. And there is an instant death pit under it.
Doomery
#15880 posted by Kinn on 2016/01/26 19:29:06
Make the lift a secret. And there is an instant death pit under it.
DoomII.txt: the only way to complete the level is though the secret area.
Anyway this reminds me. I have just finished Doom II, Map 19 "The Citadel", by Sandy Peterson. Overall it's a pretty fun map, but the only way to the exit requires you to go through a secret area (like what da fuq does "secret" even mean at this point?), but anyway, whatever.
This map is notable however, for containing possibly the worst level design idea I've ever seen:
At a certain point in the level, there is a little alcove containing a powerup, a Soulsphere. Now I dunno about you, but when I find a powerup tucked away in a little corner like that, and there are no monsters around, and I don't need the powerup, I don't pick it up. I make a mental note that it is there, and go on my merry way. If I need it, I can quickly rush back and grab it.
So, I proceed to spend a sanity-destroying amount of time wandering around the entire map trying to figure out how the fuck to proceed. I give up after a while and consult a walkthough on the internet.
Turns out the way forward is via that powerup I found earlier. If you go to pick the powerup up, you don't actually pick it up, instead - nonsensically - you get teleported to a new bit of the map, which is the way to progress. (And no, before you ask, it's not sitting on a visible teleporter, it's just sitting in an ordinary, plain alcove).
Yeah, defend that, Doom level design apologists.
Doom 2 Levels Are Pretty Crap I Don't Think Anyone Will Disagree
#15881 posted by czg on 2016/01/26 19:31:04
Doom 2
Had some terrible maps.
E2m6 Is Pretty Much The Worst Doom Level Ever
#15883 posted by czg on 2016/01/26 20:51:13
Sac
Func_train
#15886 posted by Qmaster on 2016/01/26 22:32:54
When looping, please please use at least two or three. I hate falling off just to have to wait for it to go all the way around the loop. And falling into instadeath under it is not cool. Have fun DeeDoubleU.
Yes path_corners tell the train where to go, but remember that it is the location of the lower left corner of the bounding box.
Func_train
#15887 posted by Qmaster on 2016/01/26 22:32:56
When looping, please please use at least two or three. I hate falling off just to have to wait for it to go all the way around the loop. And falling into instadeath under it is not cool. Have fun DeeDoubleU.
Yes path_corners tell the train where to go, but remember that it is the location of the lower left corner of the bounding box.
Stupid Phone
#15888 posted by Qmaster on 2016/01/26 22:33:40
double posting! :(
#15889 posted by DeeDoubleU on 2016/01/26 23:17:35
Even if I will use an instadeath secret you would have to work your ass to get to it! 10 hidden switches and rampcirclejump at the very least.
Good idea to use two trains, will do.
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