how do I get a trigger_push (wind tunnel) to push up or down?
J.A.C.K Configuration Help Needed
#19346 posted by owlyoop on 2017/12/31 18:06:02
I have a lot of experience with hammer and its compiler, but I wanted to try my hand at quake mapping
I am having trouble setting up the jack directories and compiling a simple map. I have the free version of jack and quake on steam.
Here's my compile log: https://pastebin.com/pT9vJfp4
The relevant part I think is the "Token too large on line 6". I tried googling this and it looks like it happens when a map has too many wads, but I only have 2.
Here's the directories I have, I do not know if they are right. https://imgur.com/ZlFmgRC
Hrm
#19347 posted by Qmaster on 2017/12/31 19:50:32
I believe it is the string of wads having more than 256 characters. E.g. "C:/Path/wad1.wad,C:/Path/wad2.wad,...wadn.wad" where path goes to your steam directory.
I believe ericw's compile tools fix this:
http://celephais.net/board/view_thread.php?id=61542&start=1
These are the ONLY compile tools you should be using for Quake.
#19348 posted by owlyoop on 2017/12/31 20:24:17
That fixed it for me, thanks!
Level Optimization?
#19350 posted by rizzoislandgame on 2018/01/01 20:30:40
So I’m using the makaqu engine to run a full on game I’m making, but it doesn’t seem to run at a consistent framerate. Is there any command line optimizations that can make it run smoother and use less memory? The one thing that is bugging me is that it says I have a leak in the compiler when there are none! It’s really weird. Can anyone help?
#19351 posted by ericw on 2018/01/01 21:38:42
You'll need to fix the leak and run vis to get good performance. If qbsp reports a leak it should save a .pts file, open this in TrenchBroom or jack, or type "pointfile" in the console in quake to help find the problem.
I’ll Try That!
#19352 posted by rizzoislandgame on 2018/01/01 22:40:54
I’ll try to do that when I get home! Thx!
AD: Swinging Sign
#19353 posted by damage_inc on 2018/01/03 06:01:23
Could I use a func_train to create a slightly swinging/swaying sign?
Or more precisely, what would be the best way to go about this, if possible?
It's just for ambience, will be coupled with an ambient_custom sound.
Yes You Can
#19354 posted by Redfield on 2018/01/03 06:26:22
You can certainly do this sort of thing with func_train in but it depends on what your vision is. I am picturing say a sign hanging in front of a Western Saloon. The sign will swing back and forth ever so slightly.
You can do this put your 2 path corners very close together, say 8 units. And give it a very slow speed key <40. The problem is there isn't really a great way to make the "rope" holding the sign sway accurately because in reality it would pivot around the point it is secured at. You could ignore this and just make the ropes very small (1 unit) in width so there lack of movement is not as noticeable, or just make the ropes move with the train, but it might look awkward.
I think ORL made flapping flag posts with func trains moving extremely fast over small distance. Its an optical effect.
Or make a .mdl and give it animation frames...
Func_bob
#19355 posted by Redfield on 2018/01/03 06:29:34
Also lets you make something hover up and down very slowly for a nice effect, but I think it can only be done vertically. I used them to make some hovering objects in ad_paradise, but again it depends on what type of sign you are picturing.
#19356 posted by PRITCHARD on 2018/01/03 12:26:06
wouldn't a hanging sign be better with func_rotate?
Saloon Mini-Map!
#19357 posted by Redfield on 2018/01/03 13:41:15
Func_train can work really well for this depending on what you want. The problem I forsee with a rotate_object is that it typically only rotates one way; a func_rotate_door can rotate back the other way but you need a trigger to do this and switch between the 2 states. This could make it exceedingly complex.
Using a func_train with path corners only 4 units apart and a speed of ten, a made this swaying Saloon sign that is really atmospheric:
Check out this demo map with source:
http://www.quaketastic.com/files/misc/saloon.zip
Screenshot:
https://i.imgur.com/YxkbXR1.jpg
NOTE: Arcane Dimensions is needed to play this map. I made this in AD but it you can make the func_train in ID1 of course.
FYI
#19358 posted by Redfield on 2018/01/03 13:57:28
The map is a tiny demo of the func_train only. No exit trigger or anything. So I hope no one gets mad at me:( And I hope this doesn't end up on quaddicted somehow.
Wow, Thanks A Lot Redfield
#19359 posted by damage_inc on 2018/01/03 19:37:07
Very cool example map you made for me.
But... I already made that with your single entity func_bob suggestion. Apologies for not posting about it, it was really late when I did it so I just went to bed.
Also, I made a test ambient_custom_loop squeaky sound, placed it centralized to the sign and... all was good.
Thanks again for all the assistance.
- damage_
Also, Swaying With Rotation...
#19360 posted by damage_inc on 2018/01/03 20:07:06
There is the "path_rotate" and "func_rotate_train" entities that may still be the answer, but I didn't figure those out last night.
What I was doing kept screwing up the game(on load player position stuck at path_rotate location and no ability to move, even with noclip!)
If I get this sorted I will post it up.
Lots Of Options
#19361 posted by Redfield on 2018/01/04 05:15:26
There are quite a few ways you could do it I guess. I forgot func_bob can go in any direction with angle key, and this is probably the most efficient way to make a swaying sign. I'm not sure how to visualize a func_rotate_train, as the object itself will rotate between path corners, but if you make it work it would be interesting to see.
Yeah I got carried away with that saloon, I was just going to throw a func_train in a test map and see what happened, but I had this image in my head, and it just kept going. Started making textures and several hours later an insane test map. Best way to answer a question is to make a map. Maybe I will turn it into a little western map one day.
Is There
#19362 posted by Cocerello on 2018/01/04 11:57:28
a way to kill Chthon without QC? Telefrag or ridiculous high damage on a trigger_hurt doesn't seem to work and setting the lightning_event its a pain the way this map works.
Hmmm
#19363 posted by Qmaster on 2018/01/04 18:56:53
Try adding a key|value of th_die|boss_shockc1 to your monster_boss. Then when you hurt it it should die after 4 damage. Not tested.
Thanks Qmaster
#19364 posted by Cocerello on 2018/01/04 22:55:23
I tried damaging the guy with a trigger_hurt, a door and myself with Quad rockets just in case and the guy didn't show even pain with that key on him.
What i learnt with all of this is that he cannot be moved with doors as they just pass through him, which is a pity.
Ah Right
#19365 posted by Qmaster on 2018/01/05 03:42:58
I forgot that the boss is not technically a monster in the sense that it doesn't use AI normally. It is basically a turret with animations and very special code. Seems like I remember a killable chthon hack somewhere though. You might need to make an info_notnull hacked boss.
Progref
#19366 posted by Spud on 2018/01/05 04:28:53
mechtech made a handy map that includes a whole bunch of map hacks for reference here, and a quick glance at the killable Chthon in the map shows it's done with an info_notnull with a bunch of extra fields filled out to match what the boss entity would normally have so it behaves correctly.
Link Is Dead
#19367 posted by Cocerello on 2018/01/05 09:26:20
|