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Windows
Looks like it may have been a Windows issue for the above ^^
When he showed me the file, I noticed windows said some content was blocked because it came from another computer. I unblocked it and was able to compile with Quark, but it also had some errors. Very weird , but maybe he can explain better what actually stopped the errors.
Another Thing To Note Regarding Liquif Brushes
#16441 posted by aDaya on 2016/05/16 12:45:26
You have to avoid clipping them out to the void, compensate that by putting worldspawn brushes on/around said liquid brushes.
#16442 posted by necros on 2016/05/16 13:21:27
Mfx and daya have it; mixed contents error stops the bsp from being created and then vis says no file found. :(
Arcane Dimension Spider Jumping Through Ceiling
#16443 posted by NewHouse on 2016/05/17 15:59:00
Hello!
I made box that is 4 pixels higher and 8 wider than spider entity, but for some odd reason it jumps, stucks, then jumps, starts to slowly get through the ceiling. Like what am I doing wrong? Is there any updates or fixes for that issue*
Here is some screenshots:
In Trenchbroom Editor view:
https://drive.google.com/file/d/0BwxYkKdSD855cGdBZ0h0STdGYWM/view?usp=sharing
Running map in Quakespasm engine:
https://drive.google.com/file/d/0BwxYkKdSD855clRiWUVyc3NDaGM/view?usp=sharing
Spider
#16444 posted by mjb on 2016/05/17 19:16:59
I had this problem and it was just a matter of fine tuning the position. Either push the spider out a bit or raise the ceiling even higher and test until the thing behaves!
Thanks For Replying "Spider"
#16445 posted by NewHouse on 2016/05/19 09:39:01
Ah, yeah it seems to be the case here. Even the main entities like grunts for example needs more or less 80 high and 64 pixels wide because it starts even consider coming out of door. I don't know how does it differ when comparing to other mods, but in "AD" mod enemies AI needs more pixels to work well.
Reason why I'm spending so much time with this is, because I want to make really narrow hallways or put the ceiling really low to create some claustrophobic feelings especially in tech bases.
Another Question: what is the highest angle enemies can run over? 15? 30? 45? I know I should test it by myself - but if someone has already figured that out, why not sharing it here? Also I'm new to this site's interface, don't even know how these topics work. It seems like everyone is stacking replies over the existing ones.
How Clips Should Work?
#16446 posted by NewHouse on 2016/05/19 10:51:25
Clips are invisible brushes, right? Should it block player not to stuck on details/geometry? If so, it's simple is not doing that. I placed the clip brush match the detailed brushes, when I run it it didn't block player and player walk between bars etc. and get stuck.
I'm using Quakespasm endige & mod Arcane Dimension.
!
make sure all faces of brush are clip texture
And Also
#16448 posted by NewHouse on 2016/05/19 13:29:17
And also all faces of brush are clip texture, but it's not working for some reasons.
Angles
#16449 posted by mjb on 2016/05/19 19:01:27
Well slopes are just a bit finicky in general for Quake/Brush based so a clip brush would help.
If you have some sort of slope, make some clip brushes in the form of stair steps where the slope "joints" are. that way.
#16450 posted by PuLSaR on 2016/05/19 19:13:33
I want to make really narrow hallways or put the ceiling really low to create some claustrophobic feelings especially in tech bases.
It's not the best idea for quake
Claustrophobia
#16451 posted by Preach on 2016/05/19 22:50:16
Can you use non-solid details like cables, wire mesh ceilings or thin func_illusionary pipes to make the space appear more claustrophobic that it actually is?
Reply "Claustrophobia"
#16452 posted by anonymous user on 2016/05/19 23:22:09
Of course I can use, everything that would replace some hard geometry, because the gameplay is more important. And by claustrophobic spaces I mean actually 80pxl high & 64 wide or more, nothing crazy really. Though it would be nice to make something like "Beyond Belief" did in one map, where it felt like players head touched the ceiling but didn't get stuck.
I really well know that player doesn't move that smoothly if there is so much corners, doorways with details and so on. That's why I thought using clips would make it feel much smoother to move around, even in larger areas when it comes to moving near the walls if there is pillars, pipes or something a bit detailed work.
That clipping bug might be Trencbroom 2's fault, because it's still in beta.
I Don't Think It's A Bug In TB
#16453 posted by SleepwalkR on 2016/05/19 23:55:34
Reply 'I Don't Think It's A Bug In TB'
#16454 posted by anonymous user on 2016/05/20 20:54:54
There is something with the placing entities, it seems like in the last stable version of TB1 everything is fine, but in TB2 some entities doesn't seem to appear exactly in those positions I placed them.
Thankfully there is couple transparent textures, and there is even invisible texture in wad "rmq_trans" hopefully that will work out*
When Using Arcane Dimensions
#16455 posted by mfx on 2016/05/20 21:03:30
try setting no_item_offset 1 in worldspawn.
Or It's A Problem With The Def Or FGD?
#16456 posted by SleepwalkR on 2016/05/20 21:12:29
Reply 'When Using Arcane Dimensions'
#16457 posted by anonymous user on 2016/05/20 21:16:21
Thank you very much*
More questions.. is there possible to set brushes be solid for player/enemies collission box detection, but you can shoot through it bullets/projectiles? For example if I use transparent chain-link fence textures in my brushes, it looks silly that enemies can't see you or you can't shoot or allow them shoot through it. It should only block/blow up physical projectiles like grenades/rockets... that might be too much to ask when starting to think about it. Unless it's possible to code into game's logic.
I know about coding a bit, so it shouldn't be to hard for me to understand quake's logic. But haven't been touching those files at all, dare I even look into that's a better question*
Reply 'Or It's A Problem With The Def Or FGD?'
#16458 posted by NewHouse on 2016/05/20 21:20:29
It sure can be* I remember having no issues if I can recall when I used Quoth quake mod for example.. but I have to be sure about that first, it should be quite easy to test out.
Re #16457
#16459 posted by mfx on 2016/05/20 21:23:14
did the no_item_offset key work?
For fence-textured stuff, make this func_illusionary, and cover it later with clip brushes (those are brushes textured with the "clip" texture on ALL sides)
Should block player/monster movements and be still shot through.
Reply 'Angles'
#16460 posted by NewHouse on 2016/05/20 21:26:08
Thanks, what an nice idea - I will use it totally sooner or later*
Re #16459
#16461 posted by NewHouse on 2016/05/20 21:35:11
Yes it did.. clipping seems to work now.. I don't what I did work but now player moves smoothly near the iron bars.. what a relief ^^
Re #16459 Sorry Grammar Mistakes
#16462 posted by NewHouse on 2016/05/20 21:37:03
Yes clipping works now.
I don't know what I did, but it works now and player moves smoothly near the iron bars.. what a relief ^^
Netradiant Compiling/Linux Question...
Don't know if this counts as a mapping question, but there's no Netradiant/general editor thread from what I can see...
I want to set up Netradiant from xonotic's git as an alternative to use alongside TB (xaGe kindly suggested it to me a lifetime ago, but other things got in the way in the mean time). Compiling things from source and using git etc. always tends to make my brain melt and once again I'm running into trouble and need help.
I've consulted the compiling instructions, according to which I need the following on Linux:
environment:
27 - gcc >= version 3.1 (preferably)
28 - GNU make
29 - svn >= 1.1 (some build steps use svn)
30
31 dependencies:
32 - gtk+ >= 2.4.0 (requires glib, atk, pango, iconv, etc)
33 - gtkglext >= 1.0.0 (requires opengl)
34 - libxml2 >= 2.0.0
35 - zlib >= 1.2.0 (for archivezip module)
36 - libpng >= 1.2.0 (for imagepng module)
This was already a bit puzzling to me, as these things seem to have slightly different names when I try to look for them in Synaptic Package Manager, but I think I now have everything in that list installed (plus possibly a few extra things).
I've done git clone git://git.icculus.org/divverent/netradiant.git and went into the "netradiant" directory, but now when I run "make" I get this output:
checking that the build tools exist
Checking for /bin/sh (bash (or another shell))... found.
Checking for echo (coreutils)... found.
Checking for echo -n (coreutils)... found.
Checking for cat (coreutils)... found.
Checking for mkdir -p (coreutils)... found.
Checking for cp (coreutils)... found.
Checking for cp -r (coreutils)... found.
Checking for rm -f (coreutils)... found.
Checking for rm -f -r (coreutils)... found.
Checking for mv (coreutils)... found.
Checking for echo test | tee /dev/stderr (coreutils)... found.
Checking for sed (sed)... found.
Checking for find (findutils)... found.
Checking for diff (diff)... found.
Checking for cc (gcc)... found.
Checking for g++ (g++)... found.
Checking for ranlib (binutils)... found.
Checking for ar (binutils)... found.
Checking for pkg-config (pkg-config)... found.
Checking for unzip (unzip)... found.
Checking for git (git-core)... found.
Checking for svn (subversion)... found.
Checking for wget (wget)... found.
Checking for ldd (libc6)... found.
All required tools have been found!
checking that the dependencies exist
Checking for glib/gutils.h (libglib2.0-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for libxml/xpath.h (libxml2-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for png.h (libpng12-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for GL/gl.h (mesa-common-dev (or another OpenGL library))... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for gtk/gtkdialog.h (libgtk2.0-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for pango/pangoft2.h (libpango1.0-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for gtk/gtkglwidget.h (libgtkglext1-dev)... not found, please install it or set PKG_CONFIG_PATH right!
To see the failed commands, set DEPENDENCIES_CHECK=verbose
To proceed anyway, set DEPENDENCIES_CHECK=off
Checking for dlfcn.h (libc6-dev)... found and links.
Checking for zlib.h (zlib1g-dev)... found and links.
make: *** [dependencies-check] Error 1
I've checked again, and the "not found" items are things I have installed, so I'm stumped. Should I "set PKG_CONFIG_PATH right!"? What does that mean?
Ok, so maybe I'm just an idiot and didn't install all the dependencies although I thought I had ...
Just installed a bunch more stuff, but "make" still gives me an error message. It's miles long and ends with
make: *** [contrib/bobtoolz/DPatch.o] Error 1
Anyone?
(I didn't post the full terminal output here since it's really, really long and I don't know which parts of it are relevant.)
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