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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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Actually, should I care about DP at all?

No. 
@Mike 
Like this? : https://drive.google.com/file/d/0BwxYkKdSD855amlBS1FCSWVlaHc/view?usp=sharing

Is the offsetting by 1 pixel only way to make it not hide faces from those iron bars? 
 
Let me get this straight. Skip is a compiler thing, so if the faces are removed does the engine port used to play the map make any difference?

Alpha does require engine support, if not supported by the engine port used to play the map the model will appear as normal and not transparent? 
NewHouse 
Yes, that looks right. And yes, the 1 unit gap stops the grid's faces from being removed whilst allowing monsters to cross the grid.

In my map, Ogres, Death Knights and Shamblers could chase the player across the grid. 
 
should I care about DP at all?

It depends whether you intend to allow players to play your map without forcing them to put their engine of choice away or restrict it to some kind of elitist club. Your call but IMHO mappers shouldn't make their work dependent of one engine. 
Way To Complicate Things 
You turn it into a func_wall so you don't need to have 1-unit gaps, because brush *entities* and world geometry don't affect each other in this regard. Yes, it's also possible to have skip-textured world brushes which then must not touch other brushes, but it's not recommended in most situations. There'll be lighting issues, too.
And you only need a single big func_wall that covers the whole space between all the bars in that area - since it's invisible to the player, there's no visible z-fighting.

Rick: Correct.
Mugwump: Correct. 
Pritchard 
Dp got fence texture support a few weeks ago, it's only on the "development auto builds" (haven't tried myself but should work): https://icculus.org/twilight/darkplaces/download.html 
Skip Works In All Engines 
Including dosquake to my knowledge 
@negke 
"And you only need a single big func_wall that covers the whole space between all the bars in that area - since it's invisible to the player, there's no visible z-fighting. "

but still this happened? Did I do it poorly?
https://drive.google.com/file/d/0BwxYkKdSD855eDdtQU1JdEpPSE0/view?usp=sharing

Though I don't remember was it func_wall or not.. have to see again.. 
Nevermind 
Yeah, it seems to work. Thanks negke. 
 
So now it is come to this point I need to ask again about these keys (AD specific): _shadow, _shadowself, _dirt.

Can some one of those make this brush work as func_illusionary.. like it doesn't block lights? 
Negke 
I had no idea that was what you could use func-wall for. If I ever try to map again I will have to find a use for my new-found knowledge :) 
 
func_wall + alpha works in Darkplaces, Fitzquake, Qrack, and Quakespasm (and probably more). That's pretty broad support.

The only thing it doesn't do is work online with protocol 15. 
Strangers In The Night 
After working some months on a convertion of the Doom2 Startrek Enterprise to Quake1 I discovered a file on my disk from 1997.
It's called "NCC1701D.zip" and contents a rather good impression of a Quake1 map of the Enterprise.

First I was surprised, because someone already did what I was trying in a much earlier moment.

I tried to contact the author "Andrew J. Wyllie" but my email bounced back which isn't that strange after 19 years.

I wondered if someone has heard of the name, because it's a rather good convertion. 
Keys/Sigils In Multiplayer? 
Hi!
This is a repeat of a post I made a long time ago on quakeworld.nu. I'm revisiting it now and someone suggested this forum to get ideas.

Basically, I'm trying to replicate the gimmick from the quake live map 'Elder' (players pick up a gold key to access part of the map), but in quakeworld.

Is it possible to do this using item_key1 / item_key2 / item_sigil ?

Has someone done this before in e.g. a duel/2v2/4v4 map? Let me know what you can! 
 
In your map editor, for the gold key ...

1) what flags do you have set
2) what flags are unset

And same for the door. 
 
Sorry, I left out the most important part of my post!
I basically know how to set up the door to open for a key etc. The problem is my keys/sigil don't seem to spawn at all in deathmatch..?

No flags set on them right now. 
Grenade Key 
Keys are probably removed by the engine for DM. Didn't see anything in the QC.

You could do like I always wanted to do, and turn the grenade launcher into a key. Just make a wall with a hole, put a shootable func_button deep down inside. Only way to trigger it? Drop a grenade in there. Label it with a texture that features a screenshot of a grenade launcher or a grenade, so players get the drift (or a message works too, I guess).

Other than that, there is a Quake 1 arena mod that I think is actively developed. I think they might code DM keys in for you. 
 
Rocket launcher key? Long shaft (think Star Wars). Shoot down it, and blast radius hits shootable triggers on the side(s) of the terminal chamber. 
@madfox 
I remember that map from way back when. I just grabbed it to play for old times sake. 
 
Ah, too bad. Thanks for confirming it anyway! 
 
Haha. Yeah, too bad.
Except you can do it by removing the 2048 from both the key and the door.
/Newbies ... 
 
Here's a screenshot of EZQuake of someone holding the gold key and looking at the gold key door.

Of this thing that "can't be done".

ezQuake gold key + gold key door deathmatch on 
 
Thanks, Baker. I can get it working, too. But if he's not setting any flags...

By the way, the html for this thread is now 12.6 MB. Isn't that kind of absurd? 
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