MadFox
#16626 posted by PRITCHARD on 2016/07/04 02:16:37
I have already tried that, all it seems to achieve is that both messages are sent to the player, with the custom one only visible in the console. :(
#16627 posted by Rick on 2016/07/04 03:27:06
The message key/string works for any door that requires external activation. However, you probably can't remove the default message for doors that require a key. It's part of doors.qc
http://www.gamers.org/dEngine/quake/Qc/doors.htm
It would be easy enough to change if you didn't mind having a custom progs.dat
#16628 posted by PRITCHARD on 2016/07/04 06:26:54
Oh, how I love hardcoded messages like that. I guess i'll just ditch keys and trigger the doors instead. Pity, really...
Qc Files
#16629 posted by madfox on 2016/07/04 08:49:50
you can add several qc files to the prog.scr but chance will be there are strings that relay on eachother that prohibit the outcome of a progs.dat.
the compiler will send an error.txt or maybe in case if you're lucky not.
the missin pack qc are rather complex, I allready stumble in the usual one.
Problem With Corrupted .MAP File In Trenchbrook
#16630 posted by nthrilla on 2016/07/04 22:05:50
I was building a house in Trenchbroom, and it became corrupted somehow. I'm wondering if there is a way to recover it? I've tried running the file in other map programs to no avail. Link to the map file is here:
http://s000.tinyupload.com/?file_id=32718139104686950661
Nthrilla
#16631 posted by Kinn on 2016/07/04 22:16:40
yeah you got a bunch of "nans" on some texcoords for some reason - grab a fixed file here (i've just zeroed the nans, so you have to redo the texcoords on the affected brushes)
https://drive.google.com/open?id=0B74rZcw0hvZpa3U4dTEwLXk1WkE
Nthrilla
I'm pretty sure SleepwalkR would be grateful if you reported it as an issue on the TrenchBroom github page: https://github.com/kduske/TrenchBroom/issues
By the way, were you using Valve format (I can't tell from the map file you uploaded)? I ran into an issue with "nan" unexpectedly appearing in my texture coordinates; sounds like it may be the same issue:
https://github.com/kduske/TrenchBroom/issues/1069
Madfox
Ok, I get try to do it with careful.
In my case I using kurok, The files for the Progs.scr Needs to be in the same directory? Adding for example duck.qc to qc directory.
Re: Problem With Corrupted Map File
#16634 posted by nthrilla on 2016/07/05 01:05:45
Thank you! SleepwalkR also provided me with a clean file. The problems seem to have occurred when I duplicated some brushes. I'll have to do some experiments to see why it did that.
Qc 's
#16635 posted by madfox on 2016/07/05 02:06:06
The simplest way would be to add things like objects before the misc.qc and monsters after the ogre.qc. That's for the compiler you're using. Not had much trouble with it as long as the objects you're placing are standalone.
As soon as they become related to eachother, let's say the monster needs a weapon.qc tribute that isn't there you have to add it seperately.
I'm placing trees so I add a tree.qc just before the misc.qc and make sure ther's a tree.qc with the message for the corresponding tree.mdl.
Then it goes fine.
But I edit the misc and weapons qc's for seperately? Or it creates the defintion in weapons.qc by default?
Http://prnt.sc/bowdn6
I lost some ammo, I just need to study about qc?
Qc'ss
#16638 posted by madfox on 2016/07/05 16:51:08
I add hipscor.qc and wrath.qc to a same progs.scr.
While doing that there are defs in both qc files that won't fit with eachother.
org duplicate definition ignored
Here you have a def of two shotgun types that can't go along with eachother so you have to hussle wich one does fit.
You can click on the green definition to show you where both definition misargue.
In this case you'll need to define new arguments for the TE_Explosion, ammu_shells1 rockets cells.
It's rather kinky stuff because as soon as you find the string another one starts calling.
I spend months to seek the head type the gremlin uses for the weapon change trick.
Couldn't find it as it is integrated throughout whole the code.
#16639 posted by killpixel on 2016/07/06 01:26:57
which mod is wrath.qc from?
Rogue AKA Shit
Derp :P
#16641 posted by killpixel on 2016/07/06 01:39:46
thanks
Qc'ss MF
ok
Hipmodel.qc Progs.scr Location
in side of defs.qc or the side of items, world, misc.qc?
Watch
#16645 posted by madfox on 2016/07/10 02:34:37
Watching
Is not in progs.scr, so not...
Then What Are You Watching?
#16647 posted by madfox on 2016/07/10 06:01:07
you downlaoded the hipnotic zip,
you unzip the qc.zip,
you'll find the package with the progs.scr
if you read it with an editor it ends up with the hipnotics.qc entities.
That is if you have the hipnotics.zip
Yes I Have It
My progs.scr looks like this, but is not finished yet
../progs.dat
defs.qc
hipdefs.qc
frikbot/bot.qc
frikbot/bot_way.qc
frikbot/bot_fight.qc
frikbot/bot_ai.qc
frikbot/bot_misc.qc
frikbot/bot_phys.qc
frikbot/bot_move.qc
frikbot/bot_ed.qc
subs.qc
fight.qc
ai.qc
combat.qc
items.qc
hipitems.qc
weapons.qc
world.qc
client.qc
player.qc
monsters.qc
doors.qc
buttons.qc
triggers.qc
plats.qc
misc.qc
hipmisc.qc
ogre.qc
demon.qc
shambler.qc
knight.qc
soldier.qc
wizard.qc
dog.qc
zombie.qc
boss.qc
hipgrem.qc
hipscrge.qc
tarbaby.qc // registered
hknight.qc // registered
fish.qc // registered
shalrath.qc // registered
enforcer.qc // registered
oldone.qc // registered2
Where I put the hipmodels.qc?
You Already Did Half
#16649 posted by madfox on 2016/07/10 08:52:57
Be aware that the progs.scr is only the script that the compiler reads before starting compiling.
What I see is that you made a sommon of the qc files before knowing if they even will compare.
If you ask me where to put the hipmodels.qc you're already going with the hipgrem,hipscrge,hipsmisc,hipitems.
As you're not common with the qc files I would suggest first to compile the SoA progs.dat to see if the outcome goes well.
From there you can add new qc files to see what will happen.
Shoot The Button Which Lowers "door/wall"?
#16650 posted by Newhouse on 2016/07/10 22:48:59
How do I do that?
What trigger type the button has to be, and what type the wall/door brush has to be. Door acts like platform/elevator but it lowers only ones and stays there (wait -1). I haven't figured it out yet. Hopefully someone is more experience with this subject?
|