#16739 posted by brutecold on 2016/07/30 19:51:16
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 !!!
#16740 posted by Rick on 2016/07/30 20:13:33
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.
#16741 posted by brutecold on 2016/07/30 20:20:23
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"
#16742 posted by NewHouse on 2016/08/01 11:56:31
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
#16743 posted by NewHouse on 2016/08/01 14:02:01
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
#16744 posted by Rick on 2016/08/01 18:00:01
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
#16745 posted by Preach on 2016/08/01 20:17:06
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?
#16747 posted by metlslime on 2016/08/02 02:55:32
i don't think so, due to a bug in the original progs.dat
Both Target And Killtarget
#16748 posted by Rick on 2016/08/02 04:35:33
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
#16750 posted by Preach on 2016/08/02 08:40:07
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..
#16751 posted by NewHouse on 2016/08/03 17:40:41
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
#16752 posted by Preach on 2016/08/04 08:09:12
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
#16753 posted by NewHouse on 2016/08/04 12:35:57
I send you mail, I'm having still issues with that spawn bug.
Replied
#16754 posted by Preach on 2016/08/04 22:48:42
We need a plan b for the attachments...
NewHouse
#16755 posted by Preach on 2016/08/05 20:12:17
Are you still having trouble with all the entities getting removed? I sent you an e-mail yesterday but not heard back...
Preach
#16756 posted by NewHouse on 2016/08/07 15:02:30
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
#16757 posted by khreathor on 2016/08/07 17:03:33
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
#16758 posted by Preach on 2016/08/07 22:21:14
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.
Bummer...
#16759 posted by khreathor on 2016/08/08 02:14:09
Maybe it's safer to use "BackpackTouch" with ammo_shells -25? I just don't know if there is an option to disable a pickup sound. Secondly you always advise to not use hacks in Quoth for future compatibility, that's why I wanted to get some "legit" way :)
That's Worse
#16760 posted by Preach on 2016/08/08 08:43:09
Already had some backpack hacks that broke, much less safe. Some things just aren't supported...
Is there really a need to remove those 25 shells? If you give the player a hammer and don't give them any more ammo or weapons, most of them will see it as the better option...
#16761 posted by khreathor on 2016/08/08 13:33:22
I will rethink this. I have few enemies at the beginning and I want to kill them with enviro. That means player should not be able to kill them. But I can always place invisible walls, func_togglewall or something.
I like info_logic_inopen/insolid. Already used it for more complex doors and I have another crazy idea :D Just want to make sure everything is "hackless" and 100% legit with Quoth.
Sounds Exciting
#16762 posted by mjb on 2016/08/08 13:40:01
You'll think of something khreathor, looking forward to playing!
Spawning Health And Ammo
#16763 posted by khreathor on 2016/08/09 15:34:52
There is no option to spawn health and ammo, like you can do with enemies? I just want to be sure, I have some workaround already ;)
I know you can respawn health/ammo in Quoth, but it would be cool to have this items invisible until triggered.
Btw. It would be cool to have info_multispawn generating enemies dynamically. Now when you set count to 100, it will add them to final monster count, so if you spawn only 5, rest of them will count as a not killed enemies. I guess it's not a trivial task to program.
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