Hub Niggurath
#157 posted by Preach on 2008/05/23 18:24:41
No, they don't. It was something that myself and Kell discussed as an idea for Part 3, but there are technical and conceptual hurdles to it. So it's unlikely to appear there either.
Hubs
#158 posted by gone on 2008/05/23 18:44:50
check out FrikaC hub mod - it saves all the maps.
http://inside3d.com/frikbot/junk/hub.zip
2001 sheesh
Yeah
#159 posted by Preach on 2008/05/23 19:19:55
But the way that mod does it would break coop mode, for example. It also allows only one "saved" state on any given hub-system. So something more complicated would be needed.
#160 posted by gone on 2008/05/23 19:25:21
coop and folders - cant do that w/o engine mods afaik.
Coop And Folders
#161 posted by Preach on 2008/05/23 19:35:52
Certainly you wouldn't be able to play hub maps in coop, it's out of the question without engine mods. What I was saying was that the way this patch does hubs would break playing existing maps in coop, and seeing as how quoth just got done putting lots of coop support into the mod, that seems unwise.
As for the folders thing, I was thinking more of a random/incremental prefix in front of each hub save file which would match within each playthrough. But like I say, it probably won't materialise.
Although
#162 posted by Preach on 2008/05/23 19:39:39
Thinking about the way these hubs work has put in mind of something. It would be really easy to make an autosave trigger for quake, where it would save upon touching/triggering it, and next time you died, pressing fire would load that rather than restart the level. If it doesn't make it into quoth, it's certainly something people might want to add to their own progs - especially if their map has one or two "first time unfair" moments.
Doable Since Custents
#163 posted by gone on 2008/05/23 21:17:28
trigger_once stuffcmd save 'blah'
@playersart trigger_once stuffcmd 'load blah'
Already Doable In Quoth?
#164 posted by than on 2008/05/24 01:45:49
what about the trigger than activate console commands (forgot the name)? Does that work?
I was thinking about trying to put an autosave point at the end of my map, but thought maybe it's a bit rude to do it in a game that doesn't have an autosave feature to save without the player's permission.
Saving
#165 posted by Preach on 2008/05/24 02:10:46
You could use a trigger_command with message "save autosave" to save the game to autosave.sav. This would work well enough - although you might want to flag it NOT_IN_COOP. The problem would be loading it again - speedy's idea has a small problem.
The plan would be to have an info_command over the spawnpoint, which sends the message "load autosave". First time you touched it, the game would send you a warning telling you that autosave.sav couldn't be opened. This is a bit ugly but passable. Then when you hit an autosave the file is created, and next time you start the map then the trigger fires and the autosave would load.
The problem is that the autosave would load any time you restarted this map - whether you just died or not. You wouldn't be able to replay the map from the beginning without deleting the autosave from the directory manually. And if lots of maps started doing this, the autosaves might "collide", and starting one map would load an autosave from another.
You could add a slight contrivance, similar to the way that FMB_bdg allowed you to shut the music off. That would mean adding a func_button to the starting room for actually loading the savegame. It ought to have a trigger round it which tells you "press this button to load a past autosave". That's how I'd do it if I needed to do it, but I wouldn't recommend it.
One thing you certainly shouldn't do is replace the trigger_command for loading the autosave with info_command_spawn. I know it sounds like a perfect plan, you want the command to be sent as the player spawns, and that's what info_command_spawn is for! But...the other thing info_command_spawn does is resend the command when you load from a saved game. So you'll get trapped in a loop of loading the autosave constantly...
Preach:
#166 posted by metlslime on 2008/05/24 02:31:50
is there any way you can do it with some info_player_start2 trickery?
#167 posted by megaman on 2008/05/24 02:54:37
you could do the 'always autoload after initial spawn' with a trigger_once that triggers a not gate that then would trigger the load.
not gate = shooter, toggleable door and a shootable button
Oh Yeah Button
#168 posted by gone on 2008/05/24 07:11:16
that sounds even better! re-viving machines from systemshock :)
Sigil Failure
#169 posted by Preach on 2008/05/24 12:22:19
metlslime: Just tested it out, but I don't think it's possible. info_player_start2 is used when the player has a sigil(serverflags set to something). If you pick up a rune in a level, and then die, you don't count as having serverflags when you restart. As far as I know, there's nothing that would persist from the previous state of the map when you restart after dying - it's indistinguishable from just reloading the map with "restart" or "map pr1sp1"(*). So what you need is something that loads the savegame before the restart, which is where the new code would come in.
(*) Actually, there is a recognised difference between these two seemingly identical commands when used in the console. "restart" will leave the console open, "map x" will close the console. Whether the console is open or closed at server spawn can make items drop out of levels. I don't think this difference has an effect here.
Autosave.sav
#170 posted by than on 2008/05/26 01:36:38
bad name really. If anyone does this, I argue the save game should be named the same as the bsp to avoid any conflicts between different maps.
Also re: player_start2, I had some idea that it could be used to start in a different area of a map when starting a level that occured after a start map when the player found the nightmare exit. I assumed that it was related to the episodegate entity, but I guess that's just for printing text at the end, right? Still, I guess it could be done just by giving the player a rune before they enter the nightmare door
Map X / Restart
#171 posted by negke on 2008/05/26 08:13:04
Indeed, there is a difference.
However, items only drop out if they're placed incorrectly. The restart command also screws around with suspended items if they're done the regular way (func_wall -> killtarget on map start). Self-removing func_walls are unaffected.
#172 posted by JneeraZ on 2008/05/27 12:02:40
Where can I get all the mapping stuff for Quoth2? Like the .DEF files and all that jazz? I downloaded Quoth2 from Kell's site but the zips contain a few PAK files and that's it.
Do You Mean An Fgd?
#173 posted by RickyT33 on 2008/05/27 12:05:26
#174 posted by JneeraZ on 2008/05/27 12:47:42
No, I need a .DEF file like for QERadiant ... that's what ToeTag will read. I remember I got the Quoth 1 file from somewhere but can't remember where now. Quoth2 must have one, right? What did the FGD file get made from? :)
Willem
I don't know of an existing .def for Quoth2. If anyone has one, please cough it up! :)
I keep meaning to make one myself, I was kind of hoping for the complete docs before I did so though (so I didn't miss any info or parameters). To the best of my knowledge the Quoth 2 mapping documentation is not fully complete yet?
I think that the WC/Hammer .FGD files are in a pretty different format (to .def files) but you may be able to get the information you need out of them with a little bit of screwing around.
I promise to deliver a .def, if and when I ever make one... ;)
#176 posted by JneeraZ on 2008/05/27 13:32:54
Blast.
OK, Ricky, do you have a complete FGD file for Quoth 2? If so, could you send it over to me (willem - wantonhubris)? I'll make a DEF file out of it if I can find the time.
Well This Is What I Was Gonna Say:
#177 posted by RickyT33 on 2008/05/27 13:34:32
AFAIK there is no complete fgd file, I just edited the one I already had!
I dunno what def files are like but fgd's remind me of css files ;-P
Sorry I can't be of more help
I Can Mail You The File But I Dont Have It Handy Right Now
#178 posted by RickyT33 on 2008/05/27 13:35:56
I can mail it to you in a couple of hours, but it's by no means polished or complete...
#179 posted by JneeraZ on 2008/05/27 13:35:59
Bugger it all ...
Is the Quoth2 documentation going to be finished up anytime soon? It's been over 3 months since release. :)
Quoth 2 Docs
From what we've been told, it's actually reasonably complete. I've just been playing the "docs not done yet" card as an excuse for putting off the "make quoth2.def" task.
That and the fact that I don't have a Quoth 2 map in progress... :)
Heh -
#181 posted by RickyT33 on 2008/05/27 13:42:04
It's not too bad really. You can get quite far from just common sense and the source files.
The breakables are pretty versatile in their uses, but if you look at the source for the breakable demo map, you can find the right settings
monster_pyro, monster_eliminator - just like enforcers
monster_scourge, monster_edie - I just used the same binding box size as the feind, right or wrong (my edie's havent been stuck in the wall so far)
the, er, flying bot which arent Bobs (cant remember the name) - spawnflags 1 = fires nails instead of lazers
ladders - didnt use this, used a clip-brush/func_illusionary ladder
I used the manual to make the entities required for rotating entities...
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