@Nait
I can't find an exact link for a tutorial for this but I know it involves using runes and an info_player_start2
Take a look at the source for sock's Fallen From Grace:
http://www.simonoc.com/pages/design/sp/fallen.htm
I have not tried this but it's probably fairly simple.
Skill Select Room
#18341 posted by Naitelveni on 2017/03/16 20:14:09
The issue has been resolved. thanks.
Kinda Off Topic?
#18342 posted by DaZ on 2017/03/16 23:51:41
I justed wanted to fart in here and say that Discord is *amazing* for working on maps with a small team. You can drag and drop pics, demos, map files, wads etc into the chat window and it'll upload them for everyone else with no fuss etc. You can pin useful messages and files for everyone to see. It even has full voice chat if you want to use that. And all from a web interface! (Or an app)
I've been digging it.
Yes
#18343 posted by Vondur on 2017/03/17 09:25:06
i think we should migrate from irc to discord at some point ;)
Good Idea
#18344 posted by DaZ on 2017/03/17 11:17:58
I made a start on it https://discord.gg/NJ8sKQf
I don't expect it to take over irc, but we can give it a shot perhaps
Writing New Lines In Messages?
I've been trying to figure out how to set a new line of text in a message lately but can't seem to get it to work. It appears that in id's maps they use a backslash followed by the letter n to do just this, but whenever I try it it doesn't work, and it just shows the command being written in the message in game. What gives?
Ah Damn
#18348 posted by ericw on 2017/03/18 22:49:17
you're using TrenchBroom 2 RC3 right?
It's a bug in TrenchBroom. Not much you can do at the moment because they get converted to \\n whenever you save, though I guess you can open the .map in a text editor and find/replace \\n with \n before compiling.
Yup, TB2 RC3. I didn't know it was a bug, thanks for shedding some light on this issue though. I'll try what you suggested.
Skulls/bones
#18350 posted by negke on 2017/03/19 12:38:59
Anyone know of a good 'pile-of-skulls/bones' texture?
#18350
Maybe also floorskull1 as used in ad_necrokeep (don't know where it's from originally).
If A Monster Can't Teleport...
#18353 posted by hexcalk on 2017/03/19 22:46:01
Here's something that wakes up a grunt, e1m3-style.
Quaketastic download: http://www.quaketastic.com/files/misc/hcmnstrtest.zip
Note: Hcmnstertest
#18354 posted by hexcalk on 2017/03/19 22:50:40
However, you can't play the level until info_player_start is in it.
Hcmnstertest (wtih Info_player_start)
#18355 posted by hexcalk on 2017/03/19 22:55:54
Alternatively, you could try this.
Quaketastic download: http://www.quaketastic.com/files/misc/hcmnstrtestips.zip
But Still...
#18356 posted by hexcalk on 2017/03/19 22:59:22
...You get the "no info_player_start" nonetheless until it's fixed.
#18357 posted by hexcalk on 2017/03/19 23:04:36
I'm guilty of commenting too many times in any single thread within the span of 1 hour, but thankfully hcmnstertestips is fixed.
#18358 posted by Kim Smoltz on 2017/03/19 23:56:41
Is there any way to deal with the double line of mortar that occurs if you use brick textures on large walls due to the edges of each 64*64 texture meeting? The only thing that comes to mind is clipping one row of pixels from the texture but I was hoping there was an option in-editor for this at seems like it would be a common problem
Kim
#18359 posted by Kinn on 2017/03/20 00:06:49
Absolutely not. Quake's wad texture art cannot be procedurally modified like that, either in editor, at compile, or in-game. You'll simply have to make a new texture that just has a 1 pixel mortar line.
I'm Intrigued Though...
#18360 posted by Kinn on 2017/03/20 00:09:20
What's the problem it's causing?
#18361 posted by metlslime on 2017/03/20 00:19:38
most decent brick textures should tile properly without a double-thick mortar line.
Yah
#18362 posted by Kinn on 2017/03/20 02:08:19
I assumed you are talking about quake's stock textures. If you're just using a poorly tiled custom texture then I can see how that would be pants.
#18363 posted by Kim Smoltz on 2017/03/20 02:22:35
@Kinn
It's just an eyesore having double lines of mortar at regular intervals on brick walls, but it's a minor issue so i'll finish the map before looking into it.
Moving on, how can I include custom models in my map, I was able to modify the .fgd file for Trenchbroom and place the models but Quakespasm complains that there's no spawn function for the entities.
Kim
#18364 posted by Kinn on 2017/03/20 02:45:53
Is it a custom texture? Sorry to be a pain, but any chance you could post a screenshot?
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