#167 posted by megaman on 2008/05/24 02:54:37
you could do the 'always autoload after initial spawn' with a trigger_once that triggers a not gate that then would trigger the load.
not gate = shooter, toggleable door and a shootable button
Oh Yeah Button
#168 posted by gone on 2008/05/24 07:11:16
that sounds even better! re-viving machines from systemshock :)
Sigil Failure
#169 posted by Preach on 2008/05/24 12:22:19
metlslime: Just tested it out, but I don't think it's possible. info_player_start2 is used when the player has a sigil(serverflags set to something). If you pick up a rune in a level, and then die, you don't count as having serverflags when you restart. As far as I know, there's nothing that would persist from the previous state of the map when you restart after dying - it's indistinguishable from just reloading the map with "restart" or "map pr1sp1"(*). So what you need is something that loads the savegame before the restart, which is where the new code would come in.
(*) Actually, there is a recognised difference between these two seemingly identical commands when used in the console. "restart" will leave the console open, "map x" will close the console. Whether the console is open or closed at server spawn can make items drop out of levels. I don't think this difference has an effect here.
Autosave.sav
#170 posted by than on 2008/05/26 01:36:38
bad name really. If anyone does this, I argue the save game should be named the same as the bsp to avoid any conflicts between different maps.
Also re: player_start2, I had some idea that it could be used to start in a different area of a map when starting a level that occured after a start map when the player found the nightmare exit. I assumed that it was related to the episodegate entity, but I guess that's just for printing text at the end, right? Still, I guess it could be done just by giving the player a rune before they enter the nightmare door
Map X / Restart
#171 posted by negke on 2008/05/26 08:13:04
Indeed, there is a difference.
However, items only drop out if they're placed incorrectly. The restart command also screws around with suspended items if they're done the regular way (func_wall -> killtarget on map start). Self-removing func_walls are unaffected.
#172 posted by JneeraZ on 2008/05/27 12:02:40
Where can I get all the mapping stuff for Quoth2? Like the .DEF files and all that jazz? I downloaded Quoth2 from Kell's site but the zips contain a few PAK files and that's it.
Do You Mean An Fgd?
#173 posted by RickyT33 on 2008/05/27 12:05:26
#174 posted by JneeraZ on 2008/05/27 12:47:42
No, I need a .DEF file like for QERadiant ... that's what ToeTag will read. I remember I got the Quoth 1 file from somewhere but can't remember where now. Quoth2 must have one, right? What did the FGD file get made from? :)
Willem
I don't know of an existing .def for Quoth2. If anyone has one, please cough it up! :)
I keep meaning to make one myself, I was kind of hoping for the complete docs before I did so though (so I didn't miss any info or parameters). To the best of my knowledge the Quoth 2 mapping documentation is not fully complete yet?
I think that the WC/Hammer .FGD files are in a pretty different format (to .def files) but you may be able to get the information you need out of them with a little bit of screwing around.
I promise to deliver a .def, if and when I ever make one... ;)
#176 posted by JneeraZ on 2008/05/27 13:32:54
Blast.
OK, Ricky, do you have a complete FGD file for Quoth 2? If so, could you send it over to me (willem - wantonhubris)? I'll make a DEF file out of it if I can find the time.
Well This Is What I Was Gonna Say:
#177 posted by RickyT33 on 2008/05/27 13:34:32
AFAIK there is no complete fgd file, I just edited the one I already had!
I dunno what def files are like but fgd's remind me of css files ;-P
Sorry I can't be of more help
I Can Mail You The File But I Dont Have It Handy Right Now
#178 posted by RickyT33 on 2008/05/27 13:35:56
I can mail it to you in a couple of hours, but it's by no means polished or complete...
#179 posted by JneeraZ on 2008/05/27 13:35:59
Bugger it all ...
Is the Quoth2 documentation going to be finished up anytime soon? It's been over 3 months since release. :)
Quoth 2 Docs
From what we've been told, it's actually reasonably complete. I've just been playing the "docs not done yet" card as an excuse for putting off the "make quoth2.def" task.
That and the fact that I don't have a Quoth 2 map in progress... :)
Heh -
#181 posted by RickyT33 on 2008/05/27 13:42:04
It's not too bad really. You can get quite far from just common sense and the source files.
The breakables are pretty versatile in their uses, but if you look at the source for the breakable demo map, you can find the right settings
monster_pyro, monster_eliminator - just like enforcers
monster_scourge, monster_edie - I just used the same binding box size as the feind, right or wrong (my edie's havent been stuck in the wall so far)
the, er, flying bot which arent Bobs (cant remember the name) - spawnflags 1 = fires nails instead of lazers
ladders - didnt use this, used a clip-brush/func_illusionary ladder
I used the manual to make the entities required for rotating entities...
#182 posted by JneeraZ on 2008/05/27 14:40:14
Actually, the source files would work for me as well (since that's all DEF fils are - class headers copied from the QC source). Is the Quoth2 source available?
Todo
#183 posted by Preach on 2008/05/27 15:03:28
I'll make a list of what's not there, it's all pretty small things besides the command stuff.
The tutorial as it stands
http://kell.quaddicted.com/quoth/quoth_tutorial.html
NO DOCUMENTATION:
info_command_spawn (but covered in http://www.celephais.net/board/view_thread.php?id=60173&start=99&end=99 )
info_command_server (but functionally just an info_command sent to server rather than client)
info_groupspawn
info_multispawn (these two are just renamings of func_multispawn and func_hordespawn respectively)
trigger_command_contact
info_trap
func_door_button
NOT UPDATED:
info_command
trigger_command
info_intermission
trigger_counter/trigger_once/trigger_mutliple (but the update is listed in coop configuration)
Oh, And
#184 posted by Preach on 2008/05/27 15:16:05
TOTALLY OMITTED:
func_train
path_corner
These two don't even have dummy entries in the tutorial but actually both have updates. Putting this in the thread mostly to remind myself...
I Did
#185 posted by ijed on 2008/05/27 15:24:49
A fgd, but can't remember what happened to it. I think I uploaded a copy for Distrans.
Chances are it got lost when the shub-hub was wiped.
Ijed...
#186 posted by distrans on 2008/05/28 07:14:48
...yes, and look what horrible evil came of it :)
Willem, I'll send mid morning tomorrow if you wish.
Quoth 2-compatible QRP Textures
#187 posted by jdhack on 2008/05/28 11:20:26
I've converted the hi-res textures from the Quake Remodeling Project so they work with Quoth 2's combined ammo/health model.
Disclaimer:
I take no credit for these textures; they are the very same ones available from the QRP's bmodel pack. I've merely repackaged them to be Quoth 2 compatible. (Consequently, if you were never fond of the QRP textures, there's probably no reason to download this.)
Caveats:
- Since FitzQuake doesn't support external alias model textures (AFAIK), these won't work with it.
- Ricky's "Slave to a Machine" is currently the only map that uses the combined ammo/health model.
Comments welcome. See enclosed text file for full info.
Available from Shub-Hub (~15MB):
http://shub-hub.com/files/textures_retexture_project/quoth2_ammohealth.zip
D E F
Actually, the source files would work for me as well (since that's all DEF fils are - class headers copied from the QC source). Is the Quoth2 source available?
That being the case, having the source would make creating the .def file super easy. It would also mean the bounding box info and all that will be accurate, rather than guesswork.
Even if the source isn't going to be made available in full, could we get a list of all the entities copied from the source files?
Quoth2 Enforcer Backpacks
#189 posted by negke on 2008/05/28 13:09:17
Is there a way to restore the original amount of cells Enforcers give in Quoth2? It wasn't a very good idea to do this globally as some maps actually rely on the 5 cells bonus (1 is ridiculously few).
DEF Headers
#190 posted by Preach on 2008/05/28 14:27:59
The def headers are only there if the coder adds them, they're essentially just comments as far as the compiler is concerned. So having the source would be of no help to you, sorry to say. The source is not released anywhere.
#191 posted by JneeraZ on 2008/05/28 14:31:42
Damn it. I guess I'll just wait then.
However, I would suggest that you'd be seeing more Quoth 2 maps/activity if we had some entity DEF files.
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