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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Thanks Very Much 
Yeah, that compiles fine on my end and works as intended. When I try the same thing with a trigger_once instead of a button, though, I get the segfault error when I try to compile.

Also: when I change the light style in your map to slow pulse, the button no longer has any effect in-game; the light just stays on. It still compiles, though. So I guess one can only switch standard, non-pulsing and non-flickering lights on and off?

Does anyone know why I can't switch off a light with a trigger_once? 
 
"Maybe I'll write some custom QC to make the nailgun follow the player until they pick it up."

That would be hilarious! "Pick me, pick me, ooh, ooh, please pick me!" And make it hop behind the player with cartoony boing-boing sounds. 
 
I'm pretty sure you can't turn a light off or on if it has any style other than the default. I remember trying that once before.

You should be able use a trigger_once though. The light needs a targetname and it will toggle off/on every time it's triggered. I have definitely done it with a trigger_relay activated by a trigger_once. 
Quakespasm 0.92.1 +sv_protocol 999 +map 
Thanks guys. Problem solved.

I should centralize the level anyway.

ACHTUNG!

1- QuakeSpasm 0.90.1 doesn't have 999 as a protocol. Update your QS;

2- The +sv_protocol switch must come before +map on command line. 
Just My 0.02 
I should centralize the level anyway.

If you haven't done this yet, I'd say that should be first priority. Requiring protocol 999 (or bsp2, for that matter) when it isn't actually necessary seems like a very messy solution...

(I mean, technically one could make even e1m1 require protocol 999 by moving the entire map to the +/-4096 boundary.) 
Move E1m1 To The 4096 Boundary 
That would be neat prank actually. 
Ahh! Found It! I Found Pritchard's Nailgun! 
That was hard to spot. 
 
You could place the nailgun over a hole, put a really bright light in the bottom of the hole, then hide the hole by filling it with a func_wall. If too much light escapes the hole, make it a spotlight. 
Total_newbie 
What light tool / version are you using? I can't reproduce that in my tool.

Generally segfaults are always bugs in the compile tool, rather than the mapper's fault.

So I guess one can only switch standard, non-pulsing and non-flickering lights on and off? Right. It's just a limitation of the vanilla progs.dat though, this could be done with modified QC. 
Everything I Have Is About Three Versions Out Of Date... 
Generally segfaults are always bugs in the compile tool, rather than the mapper's fault.

Ah, ok, thanks for clearing that up.

I'm using your tools, but I have v0.15.4.

If you want, I'll upgrade and see if I can reproduce the issue.

What I really should/want to do, though, is get all of my tools up to date, but my primary tool, namely TB2, I don't know how to update short of a fresh OS install (which I'm reluctant to do at the moment) -- see my query in the TB thread
 
If you're on Windows, you can delete the TB folder, remove its entries in the registry and reinstall it. I can't tell for OSX or Linux. 
 
v0.15.4
ah ok, that explains the light crash :-)
Upgrading should fix that. Let me know if you need help building it on Linux. 
 
Thanks, ericw.

I seem to have run into a problem already, but I think it's something I messed up and has nothing directly to do with Tyrutils-ericw.

A bit of background:
A few days ago, I tried to install something called Drupal. I really want to learn how to build websites, and I read online that you can use Drupal to build a website pretty much from scratch. So I found it in the Mint/Ubuntu repositories and tried to install it, but something went wrong during the installation process (there were some steps I didn't understand, and I chose the wrong options or something), and now it isn't installed properly, but I can't seem to remove it either.

So, now:

When I tried building the latest version of tyrutils-ericw, I needed to install cmake -- but when I try to install cmake, the Drupal installation process tries to resume, and then fails again. As a result I can't get cmake installed.

Not that I expect you to know how to solve this problem, but maybe you'll at least be amused at how badly someone who knows next to nothing about the computer they're trying to use can screw things up. 
Nah 
don't worry, Linux package management just sucks..
what's the error?
I have hit the same thing on debian/ubuntu before, there's some magic flag to make apt-get work usually. also maybe we should move this to the OS thread...? 
Or Tyrutils-ericw Thread 
 
Color 
Is it possible to apply a color attribute to an entity that is not a light? Lemme explain: I have this idea of recreating the two fish scene from Coppola's Rumble Fish. This would require having one fish tinted red and the other blue. Would I have to retexture them or can I achieve this just with a color attribute? 
 
I'm pretty sure a retexture is in order, I don't think quake has any tinting keys by default, or in any mod that I know of. 
 
Damn! Incidentally, I guess it would also require altering the progs.dat to have two versions of rotfish, right? 
 
I wouldn't know specifically about that, I've never looked into quake modding in that sense, but I'd hazard a guess and say yeah, you'd need to do that. 
Mugwump 
Typically yes, you need custom progs, but you might be able to use some functions from other mobs instead of it's normal AI.

The progs whisperer preach would probably know more about this than me. 
 
I sure could use a progs whisperer! I'm a total n00b about QC and I would need to know the exact syntax, where to put the new code inside the file, etc... I don't even know how to edit that file. 
 
*I meant how to open it. 
Lol 
"The Progs Whisperer Preach" 
No Code Required 
Just add the blue skin to the model, then use the key "skin" "1" on the ones you want to be alternative colours. It's like a map hack, only you need a mod to make use of it. 
 
OK but like I said, I need two versions at the same time, one blue and one red. Would that be "skin" "1" and "skin" "2"? And where do I specify that? In the progs? In the map editor? Sorry but I'm a total n00b in that matter, I don't even know what a map hack is. 
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