Sv_touchlinks
#16701 posted by ericw on 2016/07/26 08:31:38
I think it's an engine bug; there are some details here (sounds like you can trigger it in vanilla quake):
http://forums.insideqc.com/viewtopic.php?f=3&t=4920&p=45279&hilit=SV_TouchLinks#p45279
Hmm
#16702 posted by Qmaster on 2016/07/26 13:53:44
If I recall, that error occurs whenever you have two touching doors with one checked to "Don't link" and the other not.
#16703 posted by Rick on 2016/07/26 15:23:33
After more checking it looks like it was changing the direction the new door moved that caused the sv_touchlinks message. I can live with that door moving up/down instead of sideways if necessary. It isn't really needed at all, it was only added to make an encounter a bit more interesting.
If I recall, that error occurs whenever you have two touching doors with one checked to "Don't link" and the other not.
I'll go back and look at this. The door that was added does indeed touch the pre-existing door which now causes the message when triggered. I normally check "door don't link" without thinking, but maybe I left one unchecked. The new door needs to move, but the older one just needs to go away. It could easily be a func_wall that gets killed.
#16704 posted by metlslime on 2016/07/26 16:59:43
Btw this might be a Fitzquake 0.85 only bug, or at least you might get a different message in other engines. I would at least check quakespasm to compare
#16705 posted by metlslime on 2016/07/26 17:00:26
Though a question: aside from the message do you get any broken behavior?
#16706 posted by Rick on 2016/07/26 17:04:02
Okay, I was wrong. Changed the older door to a func wall and gave it a new name and brand new trigger_once killtarget. Now neither of those doors have a connection to the trigger that's generating the sv_touchlinks message. And the message is still appearing.
About Win98
#16707 posted by komagame on 2016/07/26 17:33:43
<BAKER> Obviously I have a "modern" pc too but I usually map on my Pentium2 at least for Quake.
So I really don't understand why mh-light.exe does not run on win98.. some ideas ?
Are there any colored-light.exe that could work ?
#16708 posted by Baker on 2016/07/26 21:10:39
It probably has a trivial dependency on the Windows API that wasn't available in Windows 98 or requires a .dll that isn't available/can't be available on Windows 98.
It is really hard to compile something to ensure it works on an old platform that isn't used by an appreciable number of people.
I don't know when mh-light was compiled, probably in 2010 or 2011, but even 10 years ago Windows 98 was pretty scarce.
It is almost impossible to compile an executable today that would work on Windows 98 unless someone used tools of that era (i.e. Visual Studio 6) and tested it specifically on Windows 98 and almost no developer is going to have a such an old machine.
Sv_touchlinks
#16709 posted by Rick on 2016/07/27 02:27:26
I'm pretty certain I've found the problem.
This:
// entity 2025
{
"classname" "info_notnull"
"targetname" "NoMoreDoors"
"target" "SewerGate"
"use" "trigger_once"
// brush 0
...
}
Since it wasn't either of the doors, I looked at the other things fired by the trigger that was causing the message. The one above was added about the same time as the doors.
It's one of those "triggerable triggers" made from an info_notnull brush. I have no idea why it causes the problem. I have three more of those that have been in the map for years and they never did it.
I deleted it and was then able to start and restart Fitzquake and the map and reload the map multiple times and could not get the trigger to give that message.
Now I just have to figure out some other way of doing what the info_notnull trigger was doing.
#16710 posted by metlslime on 2016/07/27 03:07:21
That makes sense now. FYI, the engine keeps a list of touchable entities. The bug you're seeing comes when the list is changed at an unexpected time. Creating a new trigger (using trigger_once spawn function) probably causes it to be added to the list. Not sure if there's a better or different way to do what you're trying to do.
#16711 posted by Rick on 2016/07/27 03:55:49
Well, I haven't totally given up on it, but I'll leave it out for now. After all, there are three other "triggerable triggers" made from info_notnulls in the map that don't fire that message.
I was using it to open a door. The door is accessible very early, but not openable. After the player travels a long path around the map they would eventually pass the door again, at which time the trigger would fire and the door would open.
I can probably do something similar with a spikeshooter logic gate or a hidden button that's revealed just before the player arrives from their trip around the map.
#16712 posted by Rick on 2016/07/28 00:06:50
I got the door working just the way I wanted using a simple logic gate. I was able to use an existing func_wall as the blocker, so all I had to add was the shooter and a button.
That leaves 2 models I could add before Fitzquake will complain that 256 models exceeds the standard limit of 256 (lol).
Off By 1
#16713 posted by Preach on 2016/07/28 08:52:56
That leaves 2 models I could add before Fitzquake will complain that 256 models exceeds the standard limit of 256 (lol).
That's an off-by-one error, but the incorrect part is the standard limit, which should be 255 models. A single byte can store 256 values, but the value 0 represents "no model", so one less slot for actual models.
It's also important to remember that the world itself occupies a model slot, so you're down to 254 useful model precaches. If you want to see some tricks on how to reduce the number of models you use, drop me an e-mail and we can work something out.
#16714 posted by Rick on 2016/07/28 15:12:09
I figured as much, but I didn't actually count the models.
In an out of the way area of the map, not visible to the player, I added tiny func_walls until I hit the limit, then removed one.
Every time I add a real model, I remove one of the dummies.
I don't think I'll be needing to reduce the current model count. The map is better than 99% done and I'm just about sick and tired of looking at it.
Considering that I want the map to stay within the standard Quake engine limits, there's really not much more I can do at this point. Lighting, monster placement, and texture tweaks is about all I'll be doing from this point on.
Qc Sad
I don't know how to fix and do strings an all about qc, so my second plan is do a barter.
Which forum can I visit to do a barter?
Music For A Map <=> Custom Progs.dat
Thanks Bloughsburgh
#16717 posted by ijed on 2016/07/29 18:09:28
Anybody Seen Any Good Wood Textures Lately?
#16718 posted by Rick on 2016/07/29 20:25:40
I have a lot of wood floors in my map. The id textures are okay, but don't look that great when tiled over large areas. I tried to make my own, but I'm not real happy with the result.
Rtex112
I done 4 buttons, all 4 targets a trigger_counter that activates a secret, but when I tested the map with message the counter just worked with 2 of the 4 buttons.
I lost a value or something? Or is the hipnotic progs.dat?...
I Love To Count
#16721 posted by Preach on 2016/07/30 01:33:38
Yeah, you need to specify how many times the trigger_counter must be activated by setting the "count" value - in this case set it to 4. If you forget to set it then it defaults to 2, explaining what you saw in your map.
Thanks, Preach
very useful for now and the future
#16723 posted by Rick on 2016/07/30 02:58:16
Well, I was looking for something like wizwood1_8 except 128x128. About that color and about that simple. I've found a few that could probably be made to work, but that's something I was hoping to avoid.
What I Did
#16724 posted by ijed on 2016/07/30 14:22:34
Was take a stock ID texture and duplicate it four times, then add a bit of variation to break up the tile in the middle of the 128 texture. Clone stamp and offset tools in CS3 :D
Even ended up doing quite a few blends and platform game style tiles of paths and stuff.
What I Did
#16725 posted by ijed on 2016/07/30 14:22:34
Was take a stock ID texture and duplicate it four times, then add a bit of variation to break up the tile in the middle of the 128 texture. Clone stamp and offset tools in CS3 :D
Even ended up doing quite a few blends and platform game style tiles of paths and stuff.
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