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.]
Temp1
#18792 posted by negke on 2017/08/06 12:21:09
Ah yes. Worth a try.
#18793 posted by anonymous user on 2017/08/09 12:16:16
Do messages from trigger_once and trigger_multiple entities have to have a sound? I'd like to make it silent but the 'sound' value 0 (which is listed as 'silent' in Trenchbroom) still causes the normal beep-boop message sound to play.
#18794 posted by Mugwump on 2017/08/09 13:26:54
If a message is displayed, I think it's better to leave the beep on: sometimes in the heat of battle a centerprint can go unnoticed, the beep is useful then.
No Arg
#18795 posted by madfox on 2017/08/09 23:31:51
"sound" ""
maybe?
#18796 posted by Baker on 2017/08/10 00:15:13
The QuakeC looks like this:
void ()
trigger_multiple =
{
if (self.sounds == 1)
precache_noise ("misc/secret.wav");
else if (self.sounds == 2)
precache_noise ("misc/talk.wav");
else if (self.sounds == 3)
precache_noise ("misc/trigger1.wav");
if (!self.wait)
self.wait = 0.2;
...
}
"sounds" "0" // <---- notice this is plural
Would seem to work.
#18797 posted by anonymous user on 2017/08/10 02:10:18
Unfortunately doesn't work; I made a typo in #18793 and the default included field is actually sounds, with an s at the end. It does list 0 as 'silent' (http://i.imgur.com/knuXpZT.png) but after a bit of fiddling, apparently the sounds field is only for activating the trigger itself- leave the sounds field blank and the trigger will be silent, set it to 1, 2 or 3 and you'll get the respective secret, bleep-boop or mechanical clunk sounds. It's only when you include a message with the trigger that it forces it to play the bleep-boop even when set to silent.
#18798 posted by Baker on 2017/08/10 02:32:04
Might have to edit the QuakeC in order to do such a thing then.
Mild Hack
#18799 posted by Preach on 2017/08/10 08:21:11
The talk sound doesn't play if you set a sound on the trigger! So what you can do is leave "sounds" at "0", then explicitly set "noise" "misc/null.wav". That way touching the trigger plays a silent sound, and the talk sound is suppressed.
Note that you will need an entity somewhere in the map that precaches the misc/null.wav sound, like a door or platform with "sounds" "0", otherwise you'll get a error message.
MAX_PATCHES In Quake 2
#18800 posted by quakeulf on 2017/08/10 10:13:55
What's the best way to work around the MAX_PATCHES?
I consistently hit it even though my maps aren't that big or detailed. I know it's related to the lighting quality and the size of the map, but I just wonder how far you can go and what to sacrifice etc. for a larger map to be possible. I'm all about huge and impressive maps, but I also want them to be lit too.
#18801 posted by ericw on 2017/08/10 10:43:32
The default patch size in the original utils is 64 units, try raising it a bit with "-chop 70". This will make the radiosity lighting a bit lower quality.
It should be possible to raise the limit in the light tool, the patches only exist during lighting so it won't affect engine limits. (but the more patches there are, the slower the light tool will be).
#define MAX_PATCHES 65000 // larger will cause 32 bit overflows
I'm not sure what overflows though.
#18802 posted by quakeulf on 2017/08/10 10:59:34
I use quality 128 for sky and 256 for water.
How would I raise the limit during the light tooling?
#18803 posted by ericw on 2017/08/10 11:30:40
Raising the limit would involve changing that #define and recompiling the light tool (and check if it breaks anything in the tools :). http://github.com/id-software/quake-2-tools
I use quality 128 for sky and 256 for water.
How about regular solid faces? The vanilla tool only seems to have one -chop option for all faces.
|