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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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Right, you don't want entities in the void.. the "Reached occupant" message means "you have a leak".

Still weird that you were getting that other warning in the first place. The "empty space" in the other warning is referring to the playable area of the map. Is it possible all entities were near walls? Try adding a light in the center of a room maybe. 
 
Ok, the room I made is kinda small and crowded so yes everything was near a wall.

So I made a very large box around the room and placed a light somewhere far from a wall, and the warning did went away :)

interesting so it got confused by everything being closed to a wall or its actually bad that I made everything close to a wall?

thanks 
 
Entities are either points or models. The ones that are models have a "bounding box". The editor should show the box, which varies in size but most are 32x32x64. The outsides of the boxes need to be spaced away from walls, floors and ceilings. Usually 8 to 16 units are enough. 
 
Just raise your info_player_start up a bit until it doesn't get gobbled up by hull expansions.

I've never had this issue and typically I'll be mapping for a long time with literally nothing but an info_player_start in the map. 
 
The player was the only one touching the ground everything else is very near a wall, but not touching it.

I raised the info player just a little bit and the warning went away... So the info player should not touch the ground...

thanks :) 
 
the enemy I have on the room is touching the ground and no warning but if the info player touches the ground I get the warning. hummm I will give every entity some space.

Thanks this was really helpful !!! 
 
Even if the enemy causes no warning, it could be stuck in the ground or wall and unable to move when the map is played. Also, items can "fall out of the map" if too close to the floor. 
 
yeah thats a good reason, I will give everything some space to avoid bugs and stuff, with other things like doors thats pretty much impossible but with every entity that I can I will do it.

Thanks for the tips :) 
(Quoth Mod) Misc_boxes "no Spawn Function For" 
Hey.

I'm having issues when trying to place some bio/plasma/normal exploding boxes. None of them seems to have spawnflags attribute, so that must be the reason why my quakespasm console says that "No Spawn Function For:" for every explo box.

Maybe Quoth places them differently? 
Map Freezes To One Door 
https://drive.google.com/drive/folders/0BwxYkKdSD855bmUwSVltWlJaZm8

What to do? Do I really always need to make geometry from the very beginning? 
No Spawn Function 
That's basically Quakespasm saying it doesn't know what those entities are. Make sure you're starting it with the correct command line -game switch:

quakespasm.exe -game quoth

...or whatever the mod makers say to use. 
Also 
Also make sure that the classname is spelt correctly, and that it's all in lower-case.

The quoth specific ones are:

misc_biobox_s
misc_biobox_l
misc_plasmabox_s
misc_plasmabox_l

The standard ones haven't changed name:

misc_explobox
misc_explobox2

Try one of the standard ones, and even if you don't load the Quoth mod they should work. 
Trigger_once 
can I add a "target" and a "killtarget" to a same trigger? 
 
i don't think so, due to a bug in the original progs.dat 
Both Target And Killtarget 
It's on my mental list of things to not do when editing Quake, so at some time I must have been unsuccessful trying it. What I do is add a trigger_relay with the same targetname and have it do the killtarget. 
Ok 
 
Fun Fact 
If you fix that bug, then e4m2 starts getting glitchy behaviour. Nothing game-breaking, but you get a message that you've leaving without an important weapon...at the very point that you pick it up! Ah, compatibility issues. 
This Is Starting To Get Really Annoying.. 
https://drive.google.com/file/d/0BwxYkKdSD855Z1hnT2JTcWU1VWs/view?usp=sharing

I was like normally shooting inside in almost perfect cube and this happened. And that happened when using Quakespasm engine (the latest one also).

I tried to try out fitzquake but it didn't run on my windows 10 computer or something "this application stopped working"

I had darkplaces downloaded and tried that one, and it played out without this wierd stuck on floor bug/issue. But the gun kept shivering while moving, and I don't know why.

I'm using quoth mod for this specific jam map.

I tried out also map without quoth mod and using quakespasm.. and it seems that because there is no enemies "executioner (plasma gun soldier) or bob" I haven't been able to redo that bug.

Does it have to do something with physics? Because level layout is as solid as it could be and I'm sure about that. Because I have made more complex maps during my free-time and using AD mod having no such issues. I really hope there is something I could do to make this never happen or be possible. 
Newhouse 
Two questions:

1) Which editor are you using to make the map?

2) Can you save the game after the bug occurs and upload the save file somewhere?

Using the latter I can check if you still have a trigger which is removing all the entities. 
Preach 
I send you mail, I'm having still issues with that spawn bug. 
Replied 
We need a plan b for the attachments... 
NewHouse 
Are you still having trouble with all the entities getting removed? I sent you an e-mail yesterday but not heard back... 
Preach 
After a while I couldn't reproduce that bug. Right when I removed killtarget fields and even replaced enemies by new ones - I received that same issue.

I switched to Ad mod and mapped about 2-3 days, and just a moment ago switched to quoth mod and couldn't get that bug anymore. So it seems everything works fine now.

Thank you for helping me to get over this issue. 
Preach 
What is the right way to start with Axe only?
"info_command_spawn" with "give s 0" is ok? Or there is a more elegant way? 
Item Control 
Quoth doesn't specifically add support for changing the starting items on the player. What you've discovered there does have the desired effect most of the time, but it is a cheat command. Some engines (e.g. darkplaces) don't allow cheats unless "sv_cheats 1" is set before the map starts.

That's non-trivial to work around; because "sv_cheats 1" needs to be set prior to the map loading you can't just add it to the info_command_spawn string. If there's a skill select map before your map, then you could replace the trigger_changelevel trigger to your map with an trigger_command which performs "sv_cheats 1;map jam7_khreathor".

Bit of a shame it has this complication. Otherwise it is a neat way of doing it, and it would generalise to giving the player any combination of starting weapons/ammo without having to drop them on the spawn point which we saw before was perilous
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