 Quoth-based Suggestion
#16784 posted by Preach on 2016/08/17 08:42:39
Alternatively, if you're using Quoth, you could use the targetname2 field to name the trigger_teleport, which won't change the behaviour of the trigger but will enable you to killtarget it.
 Preach Strikes Again
#16785 posted by mjb on 2016/08/17 12:02:30
That is exactly what I did last night, I just didn't want to triple post haha. That is what happens after "jamming" for many hours in one sitting I guess! The trigger_multiple works perfectly and since they area already in place, I'll just keep it that way.
It is nice to know someone would have came up with the solution if my brain didn't' attempt one final push last night!
 Another One
#16786 posted by mjb on 2016/08/17 21:56:15
Any way to killtarget a func_illusionary?
Want to pass through a transparent field that "turns off". I have the transparent field as a func_illusionary so I can pass through it.
I have a work around that uses a func_wall and the kill trigger is just a few units before passing through the field. At this point, I am just curious.
 Method In Quoth
#16787 posted by Preach on 2016/08/17 22:53:15
In Quoth, you can change the classname to mapobject_custom and it should work the same but with the ability to killtarget it.
 You Monster
#16788 posted by mjb on 2016/08/18 00:06:26
Again, works...no questions asked. Thank you, it is much easier than to do the func_wall hack.
Okay, on a roll another one:
Kill a play_sound? I searched and found to toggle a sound by playing a null.wav on the same channel, but what about flat out ending the sound.
Example:
Object emits a sound, if you pass through it the sound will stop. There would be multiple instances of this object throughout the map. If this can't be done it is not a big to do, I can work without it.
 Undocumented Feature
#16789 posted by Preach on 2016/08/18 00:41:06
What you need is a feature of play_sound_triggered which wasn't written up in the tutorial (until just now!). You need to set spawnflag 1 to make the sound toggle. You also need to set a wait value, so note the workaround in the article if you are using a sound file which loops by itself.
 Great
#16790 posted by mjb on 2016/08/18 01:12:45
Thanks Preach, that worked. Another hurdle I found is I need to trigger those sounds when semi-close to the source or it will cease to play. I remember that issue with the waterfalls way back when.
Easily done though.
 Fitzquakez Issue
#16791 posted by komagama on 2016/08/19 13:01:43
Hoping it fits in this topic.. I have to say that all Fitzquakes do not work with Minigl 3dfx drivers .
I need that because I play Quake on a rather old pc and need those extra-frames !
 N00b Question
#16792 posted by Mugwump on 2016/08/19 13:43:03
Hey there, I'm currently finally learning how to map thanks to the awesomely user-friendly program that is Trenchbroom and I'm having trouble using Necros' compiling GUI. I've set my working folder to trenchbroom\maps and my output folder to quakespasm\id1\maps but when I compile a map, it stays in my working folder and isn't copied to my output folder, which prevents me from testing it right away. I have to copy the bsp into my game folder, run the game and then load the map all manually, which hampers my productivity and makes trial-and-error quite a chore. What am I missing?
 Map
#16793 posted by mjb on 2016/08/19 13:49:29
Did you specify your map file in the working folder? I don't have the program open right now but you need to tell the GUI the actual map file you are using as well...not just the path to where the map is located.
 Source Map
#16794 posted by mjb on 2016/08/19 13:50:52
It is under the source map section of the GUI, below the LIGHT section.
#16795 posted by Mugwump on 2016/08/19 14:05:34
Yes, the map name is specified in the source map section.
 Hmm
#16796 posted by mjb on 2016/08/19 14:13:48
Maybe check permissions on the map path?
Could you share a screenshot of your GUI setup? I can't pinpoint an obvious issue.
#16797 posted by Mugwump on 2016/08/19 14:44:28
Check permissions on the map path? I don't quite get what that means or where to look. I'm no computer whiz and I need things to be user-friendly. Also, currently my only internet is on my phone so it would be difficult to share screenshots.
#16798 posted by Rick on 2016/08/19 16:14:57
I think since Quake writes save games into its own folder that pretty much anything else should have access also.
#16799 posted by Rick on 2016/08/19 16:20:33
Also, could you just use the maps folder for the .map files in the first place? That's how I've always done it. Well, sort of.
 Maybe It's Not Copying It Because It Fails Vis Or Light?
#16800 posted by khreathor on 2016/08/19 16:20:34
Copying to output destination is final step, maybe when it fails one of the previous steps, it never executes copy command and bsp stays in working directory?
Just a guess...
#16801 posted by Mugwump on 2016/08/19 16:37:30
No, no step failed AFAIK. Anyway, I uninstalled Trenchbroom, cleaned my registry of all TB entries, made another clean install of Quakespasm at the system root with only the engine and the pak files, reinstalled TB, Tyrutils and the GUI and now it works like a charm. Don't know exactly what happened but I'm suspecting that a mod screwed my previous QS install because I was also getting odd crashes when playing. Now on to mapping! Thank you guys for your replies.
 If On Windows
#16802 posted by Qmaster on 2016/08/19 18:32:59
Run as admin. J.A.C.K is known for not compiling properly without admin rights set.
 Wait I've Got It
#16803 posted by Kinn on 2016/08/19 21:15:52
J.A.C.K. = Juicy Arsed Cock Knights ?
 Mugwump
#16804 posted by SleepwalkR on 2016/08/19 23:54:33
If you run into the issue again, and can reproduce it, I would appreciate a bug report. The compilation feature is still new and I wouldn't be surprised if there are problems with it.
Thanks for using TB.
#16805 posted by Mugwump on 2016/08/21 00:47:47
@Qmaster Thanks but I'm using Trenchbroom, not J.A.C.K. (boy, this new name for Jackhammer is really way too reminiscent of Contract J.A.C.K. - to the point that one has to wonder if it's on purpose). Plus I'm still on good ol' WinXP so I don't have this admin issue.
@SleepwalkR Will do, but I'm fairly positive it was a mod issue. Also, as I said I've used Tyrutils & Necros' GUI to compile. I wasn't aware you had implemented a built-in compiler. I'm using an old version of TB that's been sitting on my HD for a while. Yeah I know, I should upgrade...
I did encounter a strange bug though: I've tried to tweak a light with a color parameter but I didn't know my shit and I input a value without knowing if it was valid or not. It didn't work so I deleted that light but it must have done something to my map because after that, each time I compiled in Necros' GUI it created a .lit file along with the .bsp that wrecked my lighting in the whole map. I had to go back to a previous autosave (thanks for this feature BTW, I didn't feel like starting this map over from scratch) to get things in order again.
Besides that, your program rocks, it's just awesome! I've tried using WC or Radiant back in the day but I was put off by the complexity of the tools. TB is really super intuitive and after 20 years, I'm finally making a map that contains more than one empty room! One thing though: as others have noted, I'd really like to be able to use traditional FPS controls to move around in my map, using mouse scroll is pretty weird and just not as handy. Speaking of mouse scroll, it would be cool if we could use the mouse wheel when in the texture manager instead of having to drag the scroll bar. BTW, is there a way to export my prefabs for later use? I didn't see any option for that in the menus.
@everyone here: is there somewhere on the net some kind of repository of usable prefabs under CC/GPL? Stuff like doors, teleporters, staircases etc... that I could use and/or modify without having to build them from scratch? Especially doors since I'm still getting used to building architecture and haven't wrapped my head around using triggers yet.
#16806 posted by Mugwump on 2016/08/21 06:35:37
Also, how do I make a directional spotlight? All my light sources are diffuse by default and I don't know the variable parameters. I've been looking for a comprehensive Trenchbroom tutorial but to no avail. Even the official documentation is more of a beginner's guide than anything, it doesn't delve into the specifics.
 You Should Really Upgrade
#16807 posted by SleepwalkR on 2016/08/21 07:32:29
 That's The Plan
#16808 posted by Mugwump on 2016/08/21 12:02:47
Yeah, I've just DL'ed the latest build. I was actually using the "last stable build", v1.16. I remember picking that one precisely because of "last stable"... I've always been wary of betas. Judging by your reply, I guess the new version will answer most of my questions. Do I need to uninstall the previous first or can I overwrite?
What about the prefab repository? I did find one with pretty cool stuff over at Quaddicted but the links to the files seem to be dead...
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