 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.
 Huh.
#16839 posted by PRITCHARD on 2016/08/23 01:34:06
Well, i guess my other post beforehand vanished into the ether.
I'll simplify it anyway. Is there any way to remove a func_illusionary? I tried giving it a targetname and killtargeting or targetting it, to no avail...
#16840 posted by metlslime on 2016/08/23 01:43:17
func_illusionary is converted to a static entity when the map loads, so it can't be killtargeted.
#16841 posted by PRITCHARD on 2016/08/23 01:45:25
Yet another roadblock :( are there any other brushes that monsters can see through?
#16842 posted by Mugwump on 2016/08/23 01:52:12
"that seems preferable to including Shamblers or other enemies of that kind when making a base or otherwise "futuristic" map." I beg to differ. Since base maps are overrun by Shub's forces who teleported in, all of the Quake bestiary can fit in. Granted, Shamblers are supposed to be some kind of high ranking officers in Shub's army and generals usually send cannon fodder on the frontline instead of going themselves, but base theme was designed to be used only as the starting point of an episode. We should move this discussion elsewhere, we're cluttering the thread with off-topic.
 Pritchard
#16843 posted by mjb on 2016/08/23 02:18:31
You can use a func_illusionary and then change its classname to mapobject_custom. This allows it to be killtargeted.
Sage words from Preach the almighty.
I used this very trick on the jam 7 entry!
 Quothhacks Are The New Maphacks
#16844 posted by PRITCHARD on 2016/08/23 02:39:27
Thanks for the tip! I'm away from my development PC at the moment, but i'll test and report back when I can.
Mugwump, I'll post in General Abuse I suppose.
 Bloughsburgh (or Anyone Else Around)
#16845 posted by Mugwump on 2016/08/23 09:50:30
I've found plenty of useful info thanks to your links but this one eludes me: how do I set a brush to nodraw in TB 1.16?
 Almost...
#16846 posted by PRITCHARD on 2016/08/23 10:47:47
Well, it's almost there. The monster sees the player through the mapobject_custom, but they don't seem interested in shooting them. They just try and path to them, which involves essentially rubbing their face up against the glass pitifully.
How did monsters handle your trick Bloughsburgh? I'd be interested to hear if they were more functional than mine.
#16847 posted by PRITCHARD on 2016/08/23 10:57:02
It seems to be caused by the trigger_once, if I move/remove it the monster will behave properly. :(
 Close Enough?
#16849 posted by PRITCHARD on 2016/08/23 11:45:00
I have committed the mortal sin... Maphacks in a mod. But hey, i'll take anything at this point.
My solution to my own issue was to use this wonderful guide (which I am sure everyone is already familiar with) to build a trigger which activates whenever it's touched by anything, such as a nail from the monster or any other projectile, as well as when it's physically touched by the player.
This allowed me to work without the health value, which was what was making the trigger stop monsters from shooting.
Sadly, the trigger isn't activated by hitscan weapons such as the shotgun or lightning gun. I don't suppose anyone has any advice on fixing this, or will i have to settle for this in my map? I could bear it, it's already mostly working after all...
 No Draw
#16850 posted by mjb on 2016/08/23 12:44:01
Mug, are you referring to the SKIP texture perhaps?
Any face with the SKIP texture will not be drawn.
#16851 posted by Mugwump on 2016/08/23 13:37:30
No. I built a flight of stairs of 16 units tall each, but climbing/descending them results in a choppy movement, so I wanted to build a slope over it and make it invisible to smooth it. I've read that you can do that by setting a brush to nodraw. Besides, I don't seem to have a skip texture in my wad (I'm using Q.wad).
 Clip Brush
#16852 posted by mjb on 2016/08/23 13:53:48
Invisible solid brush?
8 unit stairs are smoother for ascending but I figured you intentionally want them beefy steps.
 Yes, Invisible Solid
#16853 posted by Mugwump on 2016/08/23 14:05:00
Well, they were my first stairs and I wasn't sure about the proportions. I built one step and thought it looked good, so I went on with the whole staircase. Only after finishing did I realize the movement was choppy. I don't want to discard the whole thing because I spent quite some time on it and I really like how it looks with the texture I used, so I need an invisible slope over it. I'll build them steps 8 units tall next time.
 Clip
#16854 posted by mjb on 2016/08/23 14:06:56
Yes, use a Clip brush that is paint the CLIP texture on your stair slope and it will be invisible yet solid.
Clip brushes are also handy to prevent the player from getting stuck on strange angles like pointy corners and such. Also, big stairs are fine I was just presenting an alternate form of them. :)
#16855 posted by Mugwump on 2016/08/23 14:21:04
Clip. Found it. OK thanks, also for the tip about getting stuck. It might come in handy for a future map I have in mind full of pointy things and weird angles.
 I Found Interesting Thing About Quakespasm Vs Darkplaces
#16856 posted by khreathor on 2016/08/23 14:33:46
I compiled my map with a player accidentally intersecting with the ground. It works fine in a QS but in DP player is stuck. Additionally my map in DP is broken, health is stuck in the Vending Machine and walls flicker like crazy in a few places.
Player in a ground is my fault, but I wonder if there is a way to fix other shit.
 Bloughsburgh
#16857 posted by Mugwump on 2016/08/23 14:50:28
OK, built the clip brush and placed it. It works fine and the movement is super smooth, except... when I stand still on the slope, it makes me slowly slip downstairs. Is this normal and can I make the slope not slippery?
#16858 posted by PRITCHARD on 2016/08/23 14:54:05
Clip brushes are incredibly important, imo. It can be tough to notice at first, especially in quake with its janky movement code, but being able to move smoothly along a wall goes a long way to improving the feel of a map.
If you've got any small detailing or slight curves on your walls, it's advisable to clip it all off into a flat surface. Be careful, though. You don't want it to feel like an invisible wall.
#16859 posted by Rick on 2016/08/23 14:54:54
Try splitting the difference? Move the slope of the clip brush 8 units down. Bouncing will be less and the part of the step that sticks out will stop the sliding.
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