 Ok
#17524 posted by Tronyn on 2009/10/04 00:02:49
I think I figured out what the problem was, it was the type of compression in the wav - it was a mono wav file but apparently there's a good deal of variety within that (shows how much I know). I picked what I think is the right format, and it was probably right since the error message at least changed. Now when I load the map, in both fitz (a belated thank you of epic proportions for supporting increased limits with the new version!) and aguirre's glquake, I get music/water.wav not looped, and then it doesn't play. Help appreciated.
#17525 posted by necros on 2009/10/04 00:15:18
now you need to open up the file in an audio editor and add markers at the beginning and end of the file.
 Cooledit
#17526 posted by madfox on 2009/10/04 03:14:12
has a special feather to save a wav as looped file.
 Alright
#17527 posted by nitin on 2009/10/04 13:24:44
off to japan peeps, I expect some maps to play in 5 weeks :)
 Sayonara, Nitin
#17528 posted by generic on 2009/10/04 15:00:55
Have a blast!
 Good Trip Nitin
#17529 posted by sock on 2009/10/05 22:56:07
have fun and take loads of pictures!
 Hmm
#17530 posted by nonentity on 2009/10/06 11:10:02
Aye, what sock said, many pictures (and have fun ofc). Not that anything'll actually be released when you get back ;p
 Mmmh
#17531 posted by madfox on 2009/10/06 21:10:10
I guess an entity could?
#17532 posted by Drew on 2009/10/07 03:09:10
what happened to Negke lately?
 He Created A Level So Vertical...
#17533 posted by metlslime on 2009/10/07 04:29:43
...that even he couldn't comprehend the XY view.
 Lol...
#17534 posted by Tronyn on 2009/10/07 05:43:36
awesome.
#17535 posted by - on 2009/10/07 11:19:51
he shouldve uded visgtoups then. nub
#17536 posted by Spirit on 2009/10/07 12:12:11
 Fun Article
#17537 posted by megaman on 2009/10/07 12:29:40
#17538 posted by necros on 2009/10/07 23:33:40
i love how he describes in character about ripping up street lamps accidentally. :P
 Top FPS Character
#17539 posted by - on 2009/10/08 00:58:46
 Necros
#17540 posted by megaman on 2009/10/08 01:45:24
yeah, that made me laugh :D
#17541 posted by necros on 2009/10/08 02:41:01
i shit more pixels than this.
awesome, thanks :)
#17542 posted by anonymous user on 2009/10/09 16:41:35
wasn�t suppose to be a Quake3 single player?
wasn�t someone working on this?
anybody got a link?
#17543 posted by necros on 2009/10/09 20:07:24
you mean lunaran's coriolis force? that was cancelled ages ago (i believe his computer exploded and he lost everything), and the only other q3sp mod i know of wasn't that great (although to be honest, i never tried it) which i don't remember the name of.
 Dark Conjunction
#17544 posted by ijed on 2009/10/09 20:18:07
and Sidrial.
Although sidrail or rial was a POS. DC wasn't bad considering it was made in q3. Not that Q3 is bad, but its not made for SP.
#17545 posted by ijed on 2009/10/09 20:19:28
+Vision
-Ability
#17546 posted by necros on 2009/10/09 20:24:37
Not that Q3 is bad, but its not made for SP.
i think what you mean is that q3 didn't have any SP style AI built in (like pathfinding) and only worked in bot style AI which, i would assume, isn't suitable for a SP game.
i only say this because a lot of great SP games were made with the q3 engine and it is a powerful engine.
 Yeah
#17547 posted by ijed on 2009/10/09 21:37:54
It was made by the same guys who made ZenoClash.
They ended up making fake AI markers from uncollectable ammo for DC so that monsters could move. ANd the NPC's I think were all stood on invisible trains.
#17548 posted by metlslime on 2009/10/09 22:57:53
q3 didn't have any SP style AI built in (like pathfinding)
Actually i think q3 had much better pathfinding, since it had to support bots that knew how to navigate a level. Compare that to q1, where the monsters just sort of randomly hump walls when they don't have a clear line of sight to their goal.
The AI for monsters that act more like monsters would probably have to be written, but i think building it on top of bot code should be possible -- basically make them bots that move slower, don't pick up items, are a bit more stupid, etc.
I think the main missing engine feature in q3 was probably saving/loading your game. You could probably create an SP game design that didn't require save/load (other than basic stats that you can store in cvars.)
This is all speculation though; since i haven't looked at the q3 source or gamecode at all.
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