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?
#18365 posted by Kim Smoltz on 2017/03/20 02:56:00
#18366 posted by ericw on 2017/03/20 03:11:42
To get custom .mdl files (things like trees, etc.) in to a map, one way is to run the map under a mod like AD or Quoth. Both of these have entities (AD's misc_model and Quoth's mapobject_custom) for this.
#18367 posted by Kim Smoltz on 2017/03/20 03:16:00
So would that simply entail using the .fgd or .def file included with AD and then running the map under AD?
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