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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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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 
Did chapters have the delayed monster spawning that's in Quoth? Or is there some usable QC available for that (not zer)? 
Code! 
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! 
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 
Updated for compiler version v0.15.10

fgd - https://twitter.com/tdDaz/status/893588140560089090

compile tools - http://ericwa.github.io/tyrutils-ericw/

GO MAP :) 
PRO TIP 
Press the HELP button on any entity properties window and it will explain every addition in full detail. 
ERROR: "Local Map Differs From Server" 
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 
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 
How would one make glass or grates in trenchbroom? I have seen some in maps just curious how it is done. 
Upon Further Investigation... 
"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 
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. 
 
for glass, you add the brushes to a func_wall entity and set the key "_alpha" "0.5" (or adjust as needed) 
Thanks Preach 
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 
Thank you for the info! I appreciate it. 
@negke 
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 
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 
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. 
 
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. 
 
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.] 
Temp1 
Ah yes. Worth a try. 
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