@HexenMapper
#18755 posted by Baker on 2017/08/02 18:27:28
Quake supports cooperative play.
1) If you shoot a rocket that opens the secret door, the owner of the rocket is you, so you get the message.
2) If player 2 shoots the secret door, he gets the message.
3) If some monster happens to shoot the secret door, it counts as "world". It would send the message, except there is no one to receive it.
Your relay is probably working as intended.
But players don't own the spikes the spikeshooter is shooting. It is a similar situation to a monster opening a secret door. No player is considered the one performing that action.
This is my guess. I don't think about QuakeC that often.
Logic Gate Simplification
#18756 posted by Preach on 2017/08/02 21:16:47
Baker's correctly diagnosed the issue here, the relay is triggering but it doesn't know who to post the message to, so it goes undelivered.
If I understand what you want to do correctly, the change from "switch prints message" -> "switch opens door" is irreversible. You never want to go back to having the switch print a message again. In that case, all you need to do is connect the relay which outputs the message directly to the switch. Then when you toggle the logic gate, also killtarget the relay.
There are more complicated hacks which can be done if you need the button change to be reversible, but I doubt that's necessary today.
Limit Range
#18757 posted by madfox on 2017/08/03 03:46:52
It has been an older subject, but what can I do to make my Terminator (867verts/1968tris) model load into Fitzquake085?
Quakespasm plays it fine.
It had something to do with the cache memory for models getting to the limits.
Should I just delete subjects from the base file?
#18758 posted by Baker on 2017/08/03 04:36:49
Does it do an error message?
Great thanks guys, that should fix it :)
Message : is there a way to do multiple lines in vanilla? longer messages get cut off.
Yes! You Are In Luck.
See screenies - self explanatory. \n == new line
http://imgur.com/E6O9swK
http://imgur.com/STCBU1G
#18762 posted by Spike on 2017/08/03 07:43:06
"message" "Hello,\nworld.\nAnd a third line."
@-Baker
#18763 posted by madfox on 2017/08/03 08:31:56
The last time I had something similar was with another model.
What I can remember was, that if a model passes the 1000verts/2000tris, it won't be imported into Quake.
So I think I passed these limit again, although slightly. (817v/1968t)
When deleting parts, this count will lower. But it will also damage the solid statement.
Amazing
cheers, saved my bacon
well I tried the \n but I'm still getting a clipped message and no new line...
http://imgur.com/1Gt5GAr
@Hexnmapper
...are you using TB2 RC4? According to ericw earlier versions had a problem with this. Also are you using Darkplaces? What compiler are you using? All of these thing could cause an issue.
Search for this post in Mapping Help and read on a few lines down: #18654
@Hexnmapper
...are you using TB2 RC4? According to ericw earlier versions had a problem with this. Also are you using Darkplaces? What compiler are you using? All of these thing could cause an issue.
Search for this post in Mapping Help and read on a few lines down: #18654
I'm using TB2 RC3, but I'll get RC4 tonight.
Using the usual tyrutils to compile and running on a fairly recent quakespasm
@hexenmapper
That should fix it.
Works Perfectly
Upgraded to TB2 RC4. when I went into the entity with the message, the \n had been changed to \\n. Changed it to \n and works perfectly. Woo!
Spawnflags 64
#18771 posted by negke on 2017/08/04 11:16:45
Did chapters have the delayed monster spawning that's in Quoth? Or is there some usable QC available for that (not zer)?
Code!
#18772 posted by Preach on 2017/08/04 22:44:10
https://web.archive.org/web/20071225015032/http://www.inside3d.com:80/showtutorial.php?id=171
The fact that I'm linking archive.org tells me I should repost this on my blog! But I'm lazy as shit right now so just use the archived copy instead!
Bonus Content!
#18773 posted by Preach on 2017/08/04 23:42:44
There's an issue in the code in the tutorial which I fix when I repost it. Where I do self.model = ""; you should do self.modelindex = 0. Otherwise the monster counts towards the signon buffer unnecessarily!
Updated J.A.C.K Fgd For EricW's Tools
#18774 posted by DaZ on 2017/08/04 23:48:17
PRO TIP
#18775 posted by DaZ on 2017/08/04 23:56:53
Press the HELP button on any entity properties window and it will explain every addition in full detail.
ERROR: "Local Map Differs From Server"
#18776 posted by quakeulf on 2017/08/05 14:56:55
So I was mappening for the 2 of Quake and suddenly BAM SMACK OUT OF NOWHERE this error message comes and makes it impossible for me to open my map.
I have no idea what I have done wrong. I have recompiled several times and deleted associated files to try to circumvent it, but nothing has helped so far.
It Works If I Change The Name
#18777 posted by quakeulf on 2017/08/05 15:03:50
Changing the map name from "tech1" to "tech" worked.
Weird workaround and I have no idea how to fix it or why this works.
Glass And See Through Grates
#18778 posted by Ilpadrino on 2017/08/05 15:26:31
How would one make glass or grates in trenchbroom? I have seen some in maps just curious how it is done.
Upon Further Investigation...
#18779 posted by quakeulf on 2017/08/05 15:52:58
"ERROR: Local map version differs from server"
is an error in the newest version of the Quake 2 Pro-client only so far. No issues in v3.24 or vaniller so far.
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