HeadThump
#1826 posted by aguirRe on 2004/04/30 13:04:29
It can't be the size; it's just four kb. I've now sent it a fourth time. Do you have another address I could try?
Heh,
#1827 posted by necros on 2004/04/30 13:43:50
it's funny... like three days later, i got the mail undelivrable message for the second email i sent you, HeadThump. your mail is funny. :D
AguirRe
#1828 posted by Mike Woodham on 2004/04/30 13:59:06
Did you get my e-mail regarding the HOM effect? Looking at the posts, lately there seems to a problem with e-mails.
Holy Moly
#1829 posted by aguirRe on 2004/04/30 15:11:41
Does this email thingy work at all? Mike, yes I've got it and replied, trying again right now.
It's a conspiracy, I tells ya ...
Total Channels
#1830 posted by Fern on 2004/04/30 15:12:50
I have *never* noticed a sound problem while playing any map that exceeded total channels == maxchannels.
You Think That Is Weird
#1831 posted by HeadThump on 2004/04/30 16:52:54
I've discovered a second account I have under Alan643@msn.com instead of AlanR643@msn.com. It had a back log of two years worth of e-mail and a handful of legitimate mail from friends. Absolutely mind blowing. I had no idea it was there until I looked into my Window resources under Outpost and saw I saw the name.
Hey, Give That Address A Try, AquiRe
#1832 posted by HeadThump on 2004/04/30 16:54:02
It does work. I e-mailed my main account.
OK
#1833 posted by aguirRe on 2004/04/30 17:41:24
Fifth attempt here we go, this time to alan643 instead of alanr643.
I Didnt Recieve It
#1834 posted by HeadThump on 2004/04/30 19:09:45
This is really raising my blood pressure exponentialy. I am noticing many of the design flows and eyestabbing aesthetics (grotesque in its cloy toyishness, like the Volkswagon Bug)of my msn client that I have learned to gloss over since I have had this account. I'm going to grab a beer and come back to this later. Anyone have any recommendations for free e-mail account services?
Hotmail?
#1835 posted by necros on 2004/04/30 19:16:09
it's the most popular thing around...
Sixth Attempt
#1836 posted by aguirRe on 2004/04/30 19:35:22
This time directly from my MyRealBox account to alan643.
It's There! I'm Actually Looking At It
#1837 posted by HeadThump on 2004/04/30 20:13:47
A miracle!
Thanks AquiRe That Helps Alot
#1838 posted by HeadThump on 2004/04/30 20:37:55
There are more off grid vertices in the map then I realized. These are usually caused by the method I use for cutting brushes.
AguirRe
#1839 posted by Mike Woodham on 2004/05/01 02:51:25
Got it!
I have played with Bob a bit and cleared the leak-through-solid-brush just by Brush Merging. But the invisible brushes remain (each connected with badly aligned brushwork) and one superb HOM, which because of the ceiling being a mirror image of the floor, really is like looking in a mirror.
I will probably just 'square-up' my problem brushes, or maybe put a door there!
Thanks for your help.
Or...
#1840 posted by Mike Woodham on 2004/05/01 04:51:23
... the entrance to a cave where Willy the Spider lives!
Spagetthi Code
#1841 posted by madfox on 2004/05/01 13:15:51
Wanted to add a new monster to Quake1.
Made a rat.qc - changed some things in the ai.qc - and added a rat.qc to the progs.qc
Now the console tells :
callo 1453
ai.qc : ai_run
rat.qc : rat_run1
monster_start_go : nofunction
stack overflow
I tried to set the rat.qc on my homepage, but it won't come through.
Is it really that hard to put in a new monster
and not substitute one???
Yes.
#1842 posted by necros on 2004/05/01 14:04:23
well, no too. if you know what you're doing, it takes about 5 minutes to get a new monster going just by cnping another monster's code.
just make sure you change the name of all the functions to new ones, which i think you did, otherwise you wouldn't have been able to compile it...
i'm not sure, but this looks like something i got earlier... are you trying to have attack functions alongside ai_run functions? i ran into this problem with the gaunt monster i'm working on with kell. it looks like there's too many function calls in the same frame, so you might have to write your own movement code, and put in the shooting code with it like i ended up doing. it leads to lots of writing, sadly. :\
Q
#1843 posted by LTH on 2004/05/01 15:07:16
What compilers are you boys using?
Re: Q
#1844 posted by R.P.G. on 2004/05/01 15:40:42
aguiRe's txqbsp + vis, and Tyrann's Tyrlite.
.
#1845 posted by necros on 2004/05/01 16:59:59
all of aguire's utils
C-minor
#1846 posted by madfox on 2004/05/01 17:09:15
I rewrote the code for the dog and the enforcer. That was relatively easy, as all the code is already there.
Adding a monster is changing the code, so I am hopefully comparing the rat's code from
Malice.
But as they are both different progs.dat, I have something as a rat.qc This has already all the rat's actions in it, but then the ai.qc starts recalling the rat.qc...
Frikqcc gives an outcome, but doesn't spawn the monster_rat. So I'm compiling, but it's kind of a hard carrot for me poor coder.
Blah
#1847 posted by LTH on 2004/05/01 17:26:05
I was asking necros + madfox what qc compiler they were using.
I Beg You C+code?
#1848 posted by madfox on 2004/05/01 19:42:24
Frikqcc don't sound compiler?
then my spagetti codes macaroni...
.
#1849 posted by necros on 2004/05/02 14:44:36
LTH: i use proqcc. i know frikqcc is newer but they are all the same to me. :P it's not like it takes five days to compile code, so speed increases don't mean anything. ;)
HeadThump, Inertia: how's the testing coming along?
Q1/Radiant/*Water Fux0rage,
#1850 posted by biff_debris on 2004/05/02 17:11:04
Dunno what could be causing this, but for some reason water textures aren't making it to my .bsp files. The .wads are compiling properly afaik (in other words, all the other textures of the same .wads as the water textures appear in the finished map), but no water textures are present. The only thing that I could come up with is that the .jpg files used in Radiant to represent the textures aren't capable of using an asterisk (*) in the filename, but use a hash (#) instead -- but that wouldn't affect the compile, would it?
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