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
Ugh, Meant To Hit Preview
#17993 posted by damage_inc on 2017/01/07 17:40:17
I guess my above post is finished enough even though I accidentally hit submit instead of preview :(
Anyway, sorry couldn't help more.
No Idea
#17994 posted by mjb on 2017/01/07 17:53:57
Yeah I have no clue, but the only thing I do know is that moving the button to another place in the room away from the door resolved the issue.
Thanks for trying to test stuff out! :)
#17995 posted by Mugwump on 2017/01/08 00:08:35
I even had the button inside the doors!
I didn't know that was possible! Did it work fine? It's giving me an idea for doors in base/tech environments.
#17996 posted by ericw on 2017/01/08 00:11:53
Only Quoth (afaik) has a special func_button variant that can be attached to a door:
https://tomeofpreach.wordpress.com/quoth/tutorial/func_door_button/
Button
#17997 posted by mjb on 2017/01/08 01:06:28
I just made a small hole in the door, I mean once the door opened, you could look into the frame of the door into a hole where the button sat.
#17998 posted by metlslime on 2017/01/08 09:10:40
don't kill, the light, just turn it off by targetting it.
#17999 posted by metlslime on 2017/01/08 09:12:02
okay, disregard that, i was replying to a question 700 posts ago.
Better Late Than Never!
#18000 posted by negke on 2017/01/08 10:24:56
Thanks Eric!
#18001 posted by Mugwump on 2017/01/08 11:05:32
That's aweso... oh, Quoth. Damn.
DP Alpha
#18002 posted by mjb on 2017/01/08 15:44:21
Does DarkPlaces not support { alpha textures?
I am using vines from ad_start.wad and it works fine in every engine but DP...I get the pink texture along with the vines instead.
Scratch That
#18003 posted by mjb on 2017/01/08 16:19:53
Uses the latest autobuild and the vines work fine so that's great.
But there is a kicker. Does DP support the alpha key on func entities?
Looks like my func_illusionaries are using alpha 1 even though set to .65.
Blah, as long as the vines work that's cool with me.
#18004 posted by PRITCHARD on 2017/01/09 04:42:10
Post #18000, nice.
Also, I'd be very surprised if DP didn't support brush entity alpha. Perhaps it was broken in the most recent autobuild or something? I wouldn't know, I don't use the engine.
.alpha Requires Progs Support In DP; Doesn't In FitzQuake + Company
#18005 posted by Baker on 2017/01/09 05:08:57
DarkPlaces supports .alpha, but it must be a field in the progs.dat
Since id1 doesn't have an .alpha field in the progs, stock id1 in DarkPlaces won't support .alpha but Quoth or Arcane Dimensions would since they have a .alpha field in the progs.
FitzQuake automatically "inserts an .alpha field into the progs at load time" if protocol 666 is being used, so the progs doesn't matter.
#18006 posted by Baker on 2017/01/09 05:11:28
.alpha is a fully transparent entity, like a translucent glass window.
Entirely different from alpha masking "{", which current DarkPlaces autobuild does support. Using "{" will simply "just work" all the time in any supporting engine.
Ummm... Alpha 1
#18007 posted by damage_inc on 2017/01/09 10:35:32
Works in my DP's with stock id1, I just tested it. You use "alpha" btw, not ".alpha".
Also, I know in Gotshun's Jump map we used "alpha"(for translucent windows) and { (for the alpha masked frame) together for the windows and it was stock progs. Worked fine.
Just relaying my experiences.
Screenshot
#18008 posted by damage_inc on 2017/01/09 11:02:07
Just a box map with a player start, 2 lights and a func_wall with an alpha key set to .6
Note that, I only got this effect with func_wall's, illusionaries and detail was no bueno.
http://imgur.com/a/VmOhL
DP build is in the console, but I'm pretty sure this has worked for years for me.
Thanks
#18009 posted by mjb on 2017/01/09 13:27:17
Thanks Baker that pretty much explains the current situation. The { work fine I just needed a newer build but the alpha key does not...and it also explains why Quoth and AD work but not id1.
damage_inc: Ah there we have it...my issue is happening with func_illusionaries...I actually do not have any func walls using alpha. Thanks for testing!
Func_door No Block?
#18010 posted by narcaloid on 2017/01/10 16:24:27
Hi all, how do I make a func_door that does not get blocked by a player/monster? (i.e. just keeps crushing without going back)
Narcaloid
#18011 posted by negke on 2017/01/10 19:01:51
WTF?
#18012 posted by Naitelveni on 2017/01/10 19:36:57
i dont understand this.
why cant i compile?
http://imgur.com/a/9UTvn
#18013 posted by negke on 2017/01/10 19:46:04
Impossible to tell. Check the compiler .log files; presumably QBSP failed for some reason.
By the way, you run VIS with either -fast or -level 4, not both in the same command line. Fast is for testing, level 4 is precise one for release.
Negke
#18014 posted by narcaloid on 2017/01/10 19:52:11
Thanks!
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