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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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It's There! I'm Actually Looking At It 
A miracle! 
Thanks AquiRe That Helps Alot 
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 
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... 
... the entrance to a cave where Willy the Spider lives! 
Spagetthi Code 
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. 
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. :\ 
What compilers are you boys using? 
Re: Q 
aguiRe's txqbsp + vis, and Tyrann's Tyrlite. 
all of aguire's utils 
C-minor 
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 
I was asking necros + madfox what qc compiler they were using. 
I Beg You C+code? 
Frikqcc don't sound compiler?
then my spagetti codes macaroni... 
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, 
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, 
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 
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 
<nt> 
Ahh, Cool. 
Thanks, Thump =D 
Biff 
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 
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... 
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 
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 
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 
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. 
... 
... of course, if you were to use a newer engine... 
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