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?
Hey Necros,
#1851 posted by HeadThump on 2004/05/02 17:16:55
Though the vising isnt completed, its smooth enough now for a second run. I wasn't sure if I had to cheat the first time because of system crunches (scags being able to catch me on the fallow through spit when they normally would not) or because it is a difficult level. Probably both, but I'll get a more specific update before I crash in bed around 1:00 am EST tonight.
Biff, It Cetainly Would
#1852 posted by HeadThump on 2004/05/02 17:22:18
I keep water, teleport, lava and slime textures in a pak that do not have the '*' in front of the name, and a seperate wad of the original Quake textures with the asterik that I use for compiling manually.
When I'm ready to compile, I open the map with Notepad and replace 'water1' for example with '*water1', save and then compile.
The First Pak Is For Use With GTKRadiant
#1853 posted by HeadThump on 2004/05/02 17:23:40
<nt>
Ahh, Cool.
#1854 posted by biff_debris on 2004/05/02 17:33:23
Thanks, Thump =D
Biff
#1855 posted by R.P.G. on 2004/05/02 20:17:24
The version of Mapcon that I use has a -chars switch that automatically converts the # symbol in texture names to *. That's version 1.3.0.
Making Decent Rocks In WC
#1856 posted by opt1c on 2004/05/02 22:11:16
I'm trying to add rocks to an outdoor section of my map, and my attempts so far are really bad looking.
any advice for a rock n00b?
Sound Problem, And More...
#1857 posted by JPL on 2004/05/03 02:46:32
Hello,
I fixed my TOTAL_CHANNELS = MAX_CHANNELS , but now, near the same location (in the map, during the game) a door sound is not audible... The func_door entity have its sound effect set, but it can't be heard during the game: what's the problem ???
I also have a PACKET OVERFLOW<b/> message apearing during the game... what's this ???
Thanks
Take A Look Here
#1858 posted by aguirRe on 2004/05/03 05:59:35
http://www.planetquake.com/QuakeLab/problems.htm
Several of your recent problems seems to be listed there. Packet overflow errors generally means that you have too many things happening at one time. The server part sends too many messages to the client part which overflows.
This can cause missing sounds and entity flicker; the engine is choking.
Running fast/fullvis on the map (so less things are visible for the player) will probably help, but might not cure the problem completely.
AguirRe
#1859 posted by JPL on 2004/05/03 06:26:09
Thanks a lot for the link... it gives me some cool and usefull informations...
About my problem, it seems that packet_overflow and sound disappearance are linked... Well, I know where to look for now: there is too juch entities in this area... grrr... I will make some tries reducing its number, hoping it solves the problem... So, the big challenge will be now to preserve the map difficulty I'm looking for... hmmm...
Do you think it will be helpfull to finish the map without any monsters (removing all of them if necesssary), and adding it gradually to avoid this kind of problems ??? What would be the good method ??
Bye
More Stuff
#1860 posted by Fern on 2004/05/03 06:34:53
About my problem, it seems that packet_overflow and sound disappearance are linked... They usually happen together, when you're in a really big fight with lots of corpses / gibs / nails / grenades / voreballs / etc. all in one place.
...
#1861 posted by LTH on 2004/05/03 07:16:10
... of course, if you were to use a newer engine...
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