Took a peek at that valve documentation, really helped me understand how I actually need to use hint brushes. I doubt they will help, but they might do something.
#19293 posted by Joel B on 2017/12/24 21:34:41
When you say that people are complaining about your map's performance, is it "bad performance" in the sense of "only a thousand frames per second instead of ten thousand"? Or is it a performance problem that could actually be noticed without watching an FPS counter?
#19294 posted by anonymous user on 2017/12/25 06:40:33
newbie question: how do I get so you have to kill/press 2 or more enemies/buttons to trigger something and get it to say "x more to go"
#19295 posted by anonymous user on 2017/12/25 06:49:51
o nvm I figured out button, through trigger_counter. trying to figure out monsters though
#19296 posted by anonymous user on 2017/12/25 06:52:34
no wait I'm dumb that's not right
#19297 posted by anonymous user on 2017/12/25 06:54:25
no wait I'm smart that's actually right
#19298 posted by anonymous user on 2017/12/25 06:58:59
but I have no idea how to make it work still
Trigger_count
#19299 posted by madfox on 2017/12/25 09:59:04
Add a new monster:
"classname" "monster_army"
"target" "t1"
Add another one:
"classname" "monster_army"
"target" "t1"
And another one:
"classname" "monster_army"
"target" "t1"
Then add a trigger_counter:
"classname" "trigger_counter"
"target" "t2"
"targetname""t1"
"count" "3"
Now when you kill the three grunts, the target "t2" will be charched for use, ie a door, a teleporting monster, a light, etc.
Charched?
#19300 posted by Qmaster on 2017/12/25 16:14:36
It will be searched for, added to a list, and then all entities on the name will be targeted.
So ya charched I guess, or searchargeted.
Johnny Law:
So, it was initially discovered by going around and looking at the FPS counter, however, I was told others would notice it, as well as it being in a key area of the map.
What Fps?
#19302 posted by Qmaster on 2017/12/25 21:04:06
Min? Max? Average? 1st quartile?
If your min is 65 I wouldn't worry about it. If your min is 50, meh.
If 40, yeesh no good.
#19303 posted by skizzlepuss on 2017/12/25 21:56:06
how can I set a command to activate whenever I boot up the game? I'm using quakespasm and it has z-fighting by default but "gl_zfix 1" doesn't save the property when I close out of the game. I don't want to have to type the command every time I test my map.
#19304 posted by Qmaster on 2017/12/25 22:36:09
Put it in autoexec.cfg
If you don't have an autexec.cfg, create one in notepad and put it in the ID1 folder or mod of your choice.
#19305 posted by skizzlepuss on 2017/12/25 23:23:49
didn't work when I tried autoexec.cfg so I tried putting the command into config instead and that did it
#19306 posted by skizzlepuss on 2017/12/25 23:42:31
as someone who's brand new to mapping, this messageboard is a godsend. it's over 15 years old and I can still get helpful responses within a couple hours. that's nuts, and it's why I love quake so much
@qmaster:
I'm in the couple thousands here, lol. Average is 1300, max is 1600, but min is 700 in the fated spot, which is noticeable.
@ericw
changed my mind about email, lol. Anyway, so I used r_showtris, and all was revealed. standing in particular spots, the middle arena and the armor room were both being rendered for some reason. Some hint brushes in the entrance to this should help, I hope. I think it has to do with the long bridge brush that connects the semicircle to the hallway.
I Did It!
The major weird slow spots in my maps are now gone, but there are some that I cant do anything with because they are simply impossible to make any more efficient.
Thanks everyone!
#19309 posted by Joel B on 2017/12/26 21:35:20
Well I saw a guy on the Discord chat mentioning it getting down to 4100 fps at one spot. Better throw it all out!!!
Seriously, if anyone is actually concerned about that kind of "frame dip" affecting the gameplay in any way... to me that sounds like "quantum HD gold-plated audiophile cables" level of delusion. I'd be interested to know though if there really is any good reason at all for worrying about framerates (min, avg, variations, whatever) once they are up into that regime.
#19310 posted by PRITCHARD on 2017/12/27 03:15:10
I can imagine being concerned about it if you have a brand new PC with high end kit or something along those lines - i'm pretty sure there are still people out there playing Quake on hardware from a decade ago.
It's not about if you can run Crysis, it's about if you can run Quake!
#19311 posted by Spud on 2017/12/27 13:04:04
Hardware from a decade ago is still hardware ten years newer than Quake.
Idk, It Was A General Improvement
That was ciscon, he's been helping me test. That spot is unavoidable anyway. Once or if the devs redo the ezquake renderer, I'm pretty sure none of this will be an issue.
Anyway, the reason why I'm making a big deal is that slow spots cause obvious dips that distract from competitive play. It's all worked out mostly now, so that's good.
Now all that's left to do is make some of my own maps. Prolly gonna suck, I would do better working with somebody else since I'm good at making levels, but not necessarily coming up with them.
Switching To Trenchbroom
I've been using J.A.C.K. for a while now since it's the only editor I've figured out how to get working but I want to switch to trenchbroom because it just looks like it's a lot more fluid in editing.
my problem is that I can't figure out how to set up the compiler and stuff. the manual just kind of says "open up the compilation dialogue from the menu" but the compile menu is gray'd out and I can't click it, so I'm not sure if I'm supposed to do something else first or if I did something wrong. pls help pls
oh.... I searched the internet for over an hour straight trying to figure it out and apparently the only thing I had to do was save the map to get the compile window to be able to open.
now I'm having some trouble getting it to compile properly. here's what I've got going on https://i.imgur.com/fLu9GT5.png
it's saying "no such file or directory"
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