@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.
Ilpadrino
#18780 posted by Mugwump on 2017/08/05 17:09:35
For grates, you can use textures with alpha channel, commonly referred to as fence textures. Not sure about glass. You should study maps that use the things you wanna do.
#18781 posted by ericw on 2017/08/05 17:15:17
for glass, you add the brushes to a func_wall entity and set the key "_alpha" "0.5" (or adjust as needed)
Thanks Preach
#18782 posted by negke on 2017/08/05 17:23:50
InsideQC was actually the first place I checked, but the Tutorials are gone and nothing in the corresponding forum, didn't think about the WayBackMachine.
Based on your tutorial, I added an extra spawnflag for silent spawning and maybe I'll add the functionality to the item code as well. Seems this is the only sensible way of tackling my problem at hand as all other attempts have been fruitless. I also thought about throwing in the corpse removal code for some extra edicts if needed, but I'm currently stuck at trying to make it optional, to be enabled through an impulse command. Minimal QC skills...
@Mugwump @ericw
#18783 posted by Ilpadrino on 2017/08/05 17:35:33
Thank you for the info! I appreciate it.
@negke
#18784 posted by Baker on 2017/08/05 21:34:18
Although you could make a way doing impulse commands ... just using one of the existing single player cvars would be easier (temp1, saved1, saved2, saved3, etc.)
if (cvar ("temp1") == 0)
{
// Dead body removal not wanted.
}
else
{
// Remove dead bodies
}
See-through Glass
I Tried the key "_alpha" but didn't seem to work
"alpha" without the underscore does seem to work though :)
No Underscore
#18786 posted by Preach on 2017/08/06 10:06:09
Firstly it's important to remember that it's a feature added in custom engines. Almost every engine these days supports it, but not the originals. alpha without the underscore is correct, but in most engines you need a mod which includes it or it won't work. So loading the map in e.g. Arcane Dimension or Quoth the entity will be transparent, but in standard id1 quake it won't be.
If you're writing your own mod, adding support is really simple, just add
.float alpha;
to the bottom of defs.qc
Whut?
alpha works just fine in id1, as evidenced by skacky's jam2 map.
Not In All Engines
#18788 posted by Preach on 2017/08/06 11:28:35
In e.g. darkplaces the waterfalls are opaque, it depends how each one handles it. Some engines fail to load the key if it's not in the progs definition.
#18789 posted by metlslime on 2017/08/06 11:30:53
fitzquake-based engines should all support it without mod support
Okay Then
I started to wonder if there's some modified ID1 progs.dat with alpha added floating around.
#18791 posted by Baker on 2017/08/06 12:15:39
Preach is right, but the sand has shifted. Around the Quoth 2.1 days, every engine required a .alpha field or nothing would happen.
After FitzQuake 0.85, any engine without automatic .alpha support would get users complaining -- and it is universally supported in modern times (qbism, requiem, qrack, fte, etc.)
DarkPlaces has automatic .alpha and has had it not too long after Fitz 0.85, but sometimes DarkPlaces draw is not the same due to fog or skybox or depth sorting or draw order or even lighting.
[One time I thought DarkPlaces was ignoring .alpha -- it wasn't --- magnifying a screenshot showed it was transparent but the draw blended differently with the background and it was hard to notice.]
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