PuLSaR
#1601 posted by aguirRe on 2004/04/07 16:38:14
Update on the crashing map: I loaded the map file into QuArK, fixed a broken brush that probably occured in the conversion process and then rebuilt.
Suddenly, the map doesn't crash anymore in FQ, not even without fastvis! There are packet overflow aplenty and entities disappear now and then but it doesn't crash.
Hmm, this is weird ...
#1602 posted by PuLSaR on 2004/04/07 17:11:29
interesting, but I've just sent you e-mail with my thoughts.
So is it a brush problem, not entity?
Basically
#1603 posted by aguirRe on 2004/04/07 17:34:15
it's likely to be a visibility issue; too much is visible from some angles and that probably includes both architecture and entities. The architecture (or rather, layout) is too interconnected, which looks nice but comes with a price tag.
If you perform a fastvis, it will printout the position in the map where the highest # leafs are visible. This is a place that you should check out with TyrQuake and the r_draworder cvar enabled.
I'll read your email and get back to you.
Vondur:
#1604 posted by metlslime on 2004/04/07 20:30:11
send me the bsp, i'll check it out.
Fern
#1605 posted by JPL on 2004/04/08 02:36:17
The idea was to jump to catch the pentagrm, climb into a well, and fall into a lava "bath" to progress into the map... so without invicibility pentagram, you die immediatly..
Anyway, yesterday night I tested the method given by distrans (thanks distrans), and I had some problems to perform what he recommended me... (sorry distrans) but I solved the problem with another turnaround.. Perhaps I used some bad method (I'm a beginner in Quake mapping)...
Perhaps there exists a method to preserve item position with an additional field, in order to avoid "gravity" effects...
Bye
JP...
#1606 posted by distrans on 2004/04/08 02:59:50
Try This URL Instead
#1607 posted by VoreLord on 2004/04/08 03:06:56
It's Official...
#1608 posted by distrans on 2004/04/08 03:09:02
...I lurv the VoreLord.
Distrans & VoreLord
#1609 posted by JPL on 2004/04/08 03:12:04
Thanks for the URL.. but what about this file float.zip ??
//Me Blushes
#1610 posted by VoreLord on 2004/04/08 03:13:20
I think all the Quake Lab Links, at least the cdrom ones would be dead.
Just change the URL by adding
fileplanet.com/dl.aspx?
to the front of the file path, eg
http://www.cdrom.com/pub/idgames2/planetquake/quakelab/float.zip
would become
http://www.fileplanet.com/dl.aspx?/planetquake/quakelab/float.zip
same thing as what you do with alot of the other broken PQ links
Distans & VoreLord
#1611 posted by JPL on 2004/04/08 03:14:24
How stupid I am... I didn't read the text file ... thanks a lot, I will try this this evening....
Float.zip
#1612 posted by VoreLord on 2004/04/08 03:15:21
Well I think it gives you a tutorial type thing on how to acheive floating things,It also contains a .bsp and .map file so you can see it in action
Metlslime
#1613 posted by Vondur on 2004/04/08 03:21:12
well, i've fixed the prob, not sure if u still need the file. gonna release it soon anyway hopefully...
VoreLord, Distrans
#1614 posted by JPL on 2004/04/08 03:30:14
Yes, I've unziped the file... and read the text.. I wil test it this evening... thanks a lot...
Here Is Another Location
#1615 posted by VoreLord on 2004/04/08 03:41:44
where you can get that stuff that is at QuakeLab, amongst other things.
ftp://ftp.sunet.se/pub/games/PC/idgames2/levels/
VoreLord
#1616 posted by JPL on 2004/04/08 04:15:03
Thanks !!! Great link !!!!
Jpl
#1617 posted by VoreLord on 2004/04/08 05:57:42
this is a better way to get that stuff, or anything you want from that site. Same site but the URL is a bit different, the previous one is a very old link i've had for years.
This one would be better.
http://ftp.sunet.se/
Just scroll down to the games/idgames stuff, and away you go
VoreLord
#1618 posted by JPL on 2004/04/08 06:27:21
OK, thank you again... I'll take a look later in the afternoon...
Bye
SZ_getspace: 8030 Is > Full Buffer Size
#1619 posted by necros on 2004/04/08 21:41:44
on startup of map.
Back Again With Basic Question
#1620 posted by JPL on 2004/04/09 02:08:52
Hello,
First thanks to distrans and VoreLord for their help related to my previous problem. The float map was a good example of what I wanted to do...
Anyway, I have another questions. I'm pretty sure it is a mapping basic knowledge, but while I'm a beginner, it's another method I don't know anything...
How to open a door with multiple button ??? I've found in the QuArK tutorial how to do this for one button to one door, but nothing with many buttons. What is the method ??
Thanks
JPLambert
I assume you want the player to press several buttons before a door will open.
Use a trigger_counter entity, which targets the door, and is targetted by the buttons. I believe it's the count or cnt attribute which determines how many triggerings are needed to fire the counter.
Wot Fatty Said
#1622 posted by Vondur on 2004/04/09 03:26:03
trigger_counter
Acts as an intermediary for an action that takes multiple inputs. If nomessage is not set, it will print "1 more.. " etc when triggered and "sequence complete" when finished. After the counter has been triggered "count" times, it will fire all of it's targets and remove itself.
It's a once-only trigger (i.e. Wait is always -1).
Flags:
"nomessage"
disables count display
Keys:
"count"
number of triggers needed to fire own target, default is 2
"target" and "targetname" like always, required
Fat Controller And Vondur
#1623 posted by JPL on 2004/04/09 03:39:03
OK, thank you all, if I understand correctly, you mean that each func_button are used once only and they target the item_counter, and when the item_counter reaches its maximum value then the door can open....
OK, ir seems to be very easy to use... Just another question, is it possible to give a button or a trigger a multiple targetname. I mean, during this multiple switch use, I would ike to make appear some monster each time a button is switched. How can I do this ??? Furthermore, I know how to enable a teleport to make some monsters appear from another hall....
Thanks a lot
Monster Spawns
#1624 posted by Fern on 2004/04/09 06:51:23
If you want monsters to spawn in indefinitely every time a button is pressed, you'll have to use the Hipnotic progs.dat or equivalent QC. There is no other way.
If the button will only be pressed a few times I think the only thing you could do is set up a bunch of counters with the same name.
button > teleport_a
button > counter_b (2) > teleport_b
button > counter_c (3) > teleport_c
etc.
Trigger_relay
#1625 posted by glassman on 2004/04/09 07:26:33
If you only want the monster triggered the first time the button is pressed you could use a trigger_relay with a 'targetname' as for your trigger_counter and a 'target' matching your the monster trigger_teleport
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