Nope, Whats That?
#17968 posted by Naitelveni on 2017/01/03 03:29:59
please tell me more.
What About The Builtin Compilation Support
#17969 posted by SleepwalkR on 2017/01/03 07:07:18
in TB2? Shouldn't that do what you want?
I Dont Understand
#17970 posted by Naitelveni on 2017/01/03 15:32:38
Look For The Section In The Manual
#17971 posted by SleepwalkR on 2017/01/03 16:33:44
TB2 can launch your compilers for you, so you don't need to create a batch file or shell script. You have to set it up though, it's under Run > Compile in the menu.
FIXED
#17972 posted by Naitelveni on 2017/01/03 16:41:20
The pathing was all screwed up, the automatic system didnt work for some reason, and I had to rename all the parameters in the runtools.
Thank you Khreathor for helping me! :)
#17973 posted by anonymous user on 2017/01/03 16:48:30
You're welcome :)
@SleepwalkR
We figured it out through TB2, as you suggested.
How To Make Landscape For Quake Map?
#17974 posted by DOOMer on 2017/01/03 18:18:19
In modern level editors (e.g J.A.C.K. or TrenchBroom v2).
DOOMer
#17975 posted by mjb on 2017/01/03 18:21:33
If you mean things like rock walls and bumpy ground then this is a great guide:
http://www.simonoc.com/pages/articles/rockwall1_1.htm
You can use the same tutorial for ground terrain, just make it less pronounced.
#17976 posted by topher on 2017/01/03 19:05:28
and with tyrutils-ericw light.exe you have phong too!
it really helps like sock says
#17977 posted by muk on 2017/01/03 19:08:09
I was soooo confused by landscape until TrenchBroom and its Vertex Manipulation came along.
Everything clicked after that.
#17978 posted by DOOMer on 2017/01/03 19:15:37
@Bloughsburgh, thanks for link.
@topher, thanks for note about tyrutils-ericw. Yes, I use this compilers.
@mukor, now i trying use Trencchbroom2 for create simple structure, but while it turns out badly :( This editor is very hardly for me.
Wanna Try J.A.C.K Editor?
#17979 posted by Newhouse on 2017/01/03 19:20:55
Enemy Combos?
I've been creating MP maps for a long time but SP is a new world for me and I do enjoy it. Wondering what enemy combos work more effectively and which ones don't work for other mappers? I have the tendency to combine a bunch of monster types but I'm not always happy with the results. Especially after seeing demos of my retrojam map.
Infighting is cool but I think it gets in the way of gameplay a lot so I need to keep learning about monsters placement and combos. Any input is appreciated.
Newhouse
#17981 posted by DOOMer on 2017/01/03 19:35:41
I used J.A.C.K in past year. This good replace for classic WorldCraft1.6 and GtkRadiant 1.5.
#17982 posted by muk on 2017/01/03 19:43:53
The basic idea in creating worthwhile battles with multiple enemies is mixing enemies of different attack types. ie projectile and melee or land and flying enemies.
sorry for being so brief, im on my way out the door. just wanted to get something out there in case conversation picks up in my absence.
@dumptruck_ds
#17983 posted by Newhouse on 2017/01/03 20:59:50
In AD mod at least you can check "noinfighting", that is something I am going to use also.
@newhouse
I was unaware of that. Nice. I haven't even gotten to 1.5 yet. :(
#17985 posted by Newhouse on 2017/01/04 07:27:28
But since it changes a lot of things, it has to be introduced to player somehow. Only way might be letting player to make mistake in a non-dangerous situation, if not using text messages and stating that fact directly to the player that something is changed and the experience might be different.
Pushing My +3Buttons
#17986 posted by mjb on 2017/01/04 21:27:42
Dumb question but my mind is fried.
What would be the reason when I push a button the texture doesn't switch to its off texture?
These are just the standard quake symbol textures I've used plenty of times before with no issue. The same thing is happening with shoot buttons as well. I thought maybe it was the .wad but it is happening for any +# textures for buttons.
Blah!
Including It
#17987 posted by Preach on 2017/01/05 18:47:11
Are you including the +abutton frame in your map anywhere? Some compilers don't automatically include the animation textures, try applying that frame to a hidden face on a brush and recompile, then see if it works that time.
#17988 posted by Rick on 2017/01/05 21:25:06
I thought all the modern compilers fixed that problem, but yeah that could be it. I used to always include every texture in the sequence of any animated textures on a random brush somewhere, just in case.
Doors
#17989 posted by mjb on 2017/01/06 15:51:24
Question:
Why does my double door start open when the level starts...but then closes after it's designated wait time. It then acts like a normal door from then on out.
Trying "Don't Link" causes the doors to not open at all. They do not have a targetname and are set to just be normal doors.
"Start Open" is not checked.
Da hell.
And Answer
#17990 posted by mjb on 2017/01/06 15:55:42
Ugh, hate when I figure something out after finally submitting to asking.
Apparently doors want to try to open themselves for one time at the start of a level if there is a func_button nearby? What's the explanation for this occurrence? Solved but moving the button a few units away...but the button was already about 16 from the side of the door.
Is there a trick to making this work?
#17991 posted by Newhouse on 2017/01/06 23:20:24
Ahem.. this is a bad solution but, try giving all of them targetname, that way I fixed problems on my rj6 map. (I guess warnings about not using targetname, isn't critical?)
@Bloughsburgh
#17992 posted by damage_inc on 2017/01/07 17:36:16
I think you have something else going on to cause your doors to act like that.
I have a "junk.map" that I try things out in when someone posts a problem like this. I couldn't duplicate it :(
I created a brush, then shift drag/copied it right next to itself, set each one separately as a func_door setting their open directions to opposite each other. Didn't do anything else to them.
Then I created a func_button and no matter where I placed it, my doors didn't open on map start. I even had the button inside the doors!
I'd say spend a few minutes creating a test map and see
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