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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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MadFox 
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. :( 
 
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 
 
Oh, how I love hardcoded messages like that. I guess i'll just ditch keys and trigger the doors instead. Pity, really... 
Qc Files 
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 
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 
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 
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 
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 
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. 
 
which mod is wrath.qc from? 
Rogue AKA Shit 
 
Derp :P 
thanks 
Qc'ss MF 
ok 
Hipmodel.qc Progs.scr Location 
in side of defs.qc or the side of items, world, misc.qc? 
Watch 
Watching 
Is not in progs.scr, so not... 
Then What Are You Watching? 
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 
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"? 
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? 
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