Mug
#16814 posted by mjb on 2016/08/21 16:58:51
Those 2 posts were spam posts, not someone telling you to use Google.
We get them from time to time.
#16815 posted by Mugwump on 2016/08/21 17:05:42
Oh, OK, my bad then. They weren't flagged as spam and I've noticed people here sometimes reply with titles only.
XP
#16816 posted by SleepwalkR on 2016/08/21 18:50:06
It should work, but it's no longer officially supported since it's discontinued by MS. I test all releases under Windows 7.
Please File A Bug On Github.
#16817 posted by SleepwalkR on 2016/08/21 18:52:24
If it's easy to bring back XP support I'll do it. But I doubt it.
#16818 posted by Rick on 2016/08/21 20:19:29
Is there some reason why you can't just switch to Windows 7? It's really the only decent version of Windows.
#16819 posted by Mugwump on 2016/08/22 00:37:22
@SleepwalkR Will do but if it's too much work you don't need to go the extra mile for little ol' me. It's a matter of weeks anyway before I upgrade to 7. I've been waiting to get a new HDD (or possibly a SSD) to make the switch. In the meantime, I'll test earlier builds. Worst case scenario, I'll have to make do with v1.16 until then. No biggie, I can still get acquainted to the methodology of mapping.
@Rick Like I was just saying to SleepwalkR, I will have to eventually, and soon. It's not like M$ are giving me a choice recently, anyway... But though 7 is good, so has XP been for a loooong time. I was perfectly fine with it and thanks to the continuous support of the OS by the developers concurrently to 7, I didn't feel the need to learn a new one just because. Why change what works, right?
By The Way...
#16820 posted by Mugwump on 2016/08/22 01:22:00
"And no support for prefabs atm." This means it's gonna come eventually? How soon do you think it will be?
Oh well, I suppose it's still possible to kinda save/load prefabs if I store them in a .map, make copies of it and load one to build a new map, and when I'm done I can delete the prefabs from the map to leave only the actual map.
When I Get To It
#16821 posted by SleepwalkR on 2016/08/22 07:07:29
Can't get any more specific than that.
Fair Enough
#16822 posted by Mugwump on 2016/08/22 08:54:31
A quick question regarding some acrobatics I'm setting in the map I'm working on: how high can the player jump? I've tried googling the info but all I get are references to rocket/strafe jumping and that's not what I need.
Really Quick And Bad Test
#16823 posted by PRITCHARD on 2016/08/22 11:08:40
I just made some quick tests in Trenchbroom and I could jump up to a pillar that was 43 units high, starting pressed right up against it and holding W.
Very scientific, I know.
Hah!
#16824 posted by Mugwump on 2016/08/22 13:02:41
Thanks Pritchard. There should be some sort of list gathering this kind of info, very useful for game design.
Mug
#16825 posted by mjb on 2016/08/22 13:06:14
It is true there isn't a one stop place in terms of documentation but I will share with you some places I used to learn a lot of stuff:
https://quakewiki.org/wiki/Entity_guide
http://www.bspquakeeditor.com/tutorials.php
And honestly, click "ALL" for this mapping thread...wait for it to load and then do a "find" on the topic you are asking about. Chances are, it has already been asked at some point!
Good luck!
#16826 posted by Mugwump on 2016/08/22 13:21:41
Thanks Bloughsburg. It can be a tough job sorting through all the bits and pieces scattered here and there to find THE thing that you need. Sometimes it's a lot easier and faster to just ask straight up. Kudos for the links, I'm sure they're gonna be tons of help.
Understand
#16827 posted by mjb on 2016/08/22 14:10:40
I understand what you mean, I was intially frustrated by the scavenger hunt one has to follow. At the same time, future mods and such are updated quite well.
In terms of AD or Quoth one just has to look at the entity definition file or a dedicated website tutorial for the latter.
If you need assistance, don't hesitate to ask and we will try to help you. Always nice to see new potential mappers!
Time For A Question Of My Own...
#16828 posted by PRITCHARD on 2016/08/22 14:55:32
I'm not very hopeful with this one, to be honest. It seems like everything in Quake obscures monster vision.
Basically, is there a way to make the quoth func_breakable "invisible" to monsters? I want an eddie to be able to shoot at the player through the windows of a room he's in, but of course he won't since he thinks they're solid walls.
I'm pretty confident this can't be helped, but I'd love to be proven otherwise.
Make A Func_illusionary
#16829 posted by spy on 2016/08/22 16:32:56
You're Out Of Luck
AD can do this just fine, but then you don't have an Eddie.
Just Try It.
#16831 posted by Graf Frag on 2016/08/22 22:42:18
with func illusionaries/trigger_once and health set on them/killtargeting alpha func_walls and some clever scripting which is prone to breaking for speedrunners and the like.
But i'm sure it can be done even in quoth.
#16832 posted by Mugwump on 2016/08/23 00:24:42
What's with everybody and their aunts adding Edies in their maps? The dude belongs in Q2, he doesn't fit at all in Q1 IMHO, not even in base maps. Quoth's lovecraftian monsters do, but they seriously need to be better animated.
Edward
#16833 posted by mjb on 2016/08/23 00:38:22
I like to use him as a mini-boss or key guardian. He fits well if you imagine the enforcer's and grunts engineering a secret weapon or so. Anything can fit if you build the story.
What I like about Eddie is that he can fit not only in Base but also otherworldly maps.
Inspiration
#16834 posted by Preach on 2016/08/23 00:46:02
Eddie
is a weird enemy, can't say I am too fond of him.
#16836 posted by Mugwump on 2016/08/23 01:02:00
It's true he's a tough opponent, I just wish he got a more suitable design that doesn't make me think I'm suddenly fighting Stroggs. BTW, it's Edie with one D, like the character in Iron Maiden cover artworks - his red optical device comes straight from Stranger in a Strange Land.
@Preach Yeah, I don't feel like these two look very quakey either. I'm more for full-on lovecraftian. If I get good enough at mapping, I'm thinking about making a full mod that would go this way rather than cyber.
#16837 posted by PRITCHARD on 2016/08/23 01:31:28
I'll admit that Ol' Ed is more "strogg" than many Quake monsters, but to me that seems preferable to including Shamblers or other enemies of that kind when making a base or otherwise "futuristic" map.
Besides, gore/horror is not exactly new to that theme. The Grunt is not obviously mutilated, but his texture has a decent amount of blood spatter and his lore claims that he's a mind-controlled drone of sorts.
Anyway, about that func_illusionary...
Yeah
#16838 posted by Preach on 2016/08/23 01:32:19
The thing is that Quake's a very broad church, and if you have very specific ideas about what you like, you shouldn't be surprised if people fail to conform to it.
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