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.
You Can Probably Do A Notnull Hack
#16764 posted by Qmaster on 2016/08/09 19:00:29
Preach, you've shown before how any info_notnull could be turned into a custom ammo/health/armor. Can it be combined with the triggerable trigger hack to create spawnable goodies?
Qmaster
#16765 posted by khreathor on 2016/08/09 19:39:33
Ahh you probably don't follow our conversation :) I want to make hackles map, with entities supported by Quoth. In Quoth you can set health/ammo to respawn in MP-like style. What I would need is spawning on demand.
I did few ammo hacks, for example stealing ammo from a player. I think spawning ammo should be doable through notnull, but as I said, I'm looking for some legit solution :)
Now I'm just using invisible lift with quoth's respawn option :P
^
#16766 posted by khreathor on 2016/08/09 19:40:56
Invisible lift with health on top, to be precise.
It's Possible
#16767 posted by Preach on 2016/08/09 20:23:39
The current accepted way to do it in Quoth is to use an <a href="https://tomeofpreach.wordpress.com/quoth/tutorial/info_groupspawn/2>info_hordespawn</a>. Set both "spawnclassname" and "spawnfunction" to the classname of the item you want to spawn. This will be supported in future versions of Quoth.
And yes, we know it's a bit clunky, the next version of Quoth will have much better support.
That Should Have Been...
#16768 posted by Preach on 2016/08/09 20:24:09
The current accepted way to do it in Quoth is to use an info_hordespawn
It Works!
#16769 posted by khreathor on 2016/08/09 21:42:40
I totally didn't thought too put there other classname than enemy ones.
New Portal Was Clipped Away In CutNodePortals_r Near
#16770 posted by Qmaster on 2016/08/12 03:22:13
What is the technical reason behind this warning?
I suspect it is this, though perhaps Tyrann, ericw, Baker, or Preach (the coding gurus I know of on here) could correct me. When the map is portalized, it gets sliced into 3d volumes called leaves (leafs?). Each leaf is then used for the vis calculation to know what gets drawn. I suspect that this warning occurs when you have the intersection of multiple generated leaves such that the intersection forms a new leaf out in the middle of empty space with nothing in it.
Is this correct?
Leafs
#16771 posted by madfox on 2016/08/13 18:11:46
First time I saw this warning was when I used a polygon to clip out another one.
I think it has to do with the way the map is divided into leafs.
I'm not a binair but I think it is a warning one of the vertices is openend for another space.
Dangflabbit
#16772 posted by Qmaster on 2016/08/13 19:06:08
I've been googling the past hour off n on and can't find the engine console code to do that.
#16773 posted by Rick on 2016/08/13 19:32:33
Whenever I see that error I usually just move or change some brushes near the error message coordinates. Usually that will fix it. But not always. Sometimes with complex brushwork I've had to convert parts into a func_wall.
On the other hand, it's just a warning. Most of the time it's hard to find any actual problems that it's causing.
#16774 posted by ericw on 2016/08/13 20:52:09
@madfox, that sreenshot doesn't show the leafs, that's just "r_showtris 1". To see the leafs you need to use darkplaces and "r_drawportals 1", or some editors can load the .PRT files.
When the map is portalized, it gets sliced into 3d volumes called leaves (leafs?).
Portalization is about reconstructing polygons that are the "portals" between adjacent leafs. This happens after the BSP tree is built, so the map is already sliced into leafs at that point.
My understanding of that warning is, the BSP tree structure indicates that there should be a portal here, but the clipping process (which is not exact) used to reconstruct the portal ends up clipping away the entire thing. So it probably is a very small scale error that you can ignore. I'm not totally sure though.
The Biggest Trouble
In fte quakec development suite I'm compiling my famous progs.dat, I almost so ignorant about that theme, so my first solution was delete all qc's than I'm not using, as grapple.qc, hipdecoy.qc, holes.qc, etc. But every time compiling with hipitems.qc, mult_wpn.qc and more qc's, the holy TE_EXPLOSION have an error I don't know how to solve...
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