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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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@Michael 
Cool idea to update Dm3 for SOA. The source for DM3 is available at Quaddicted. So use that instead of a decompiled bsp.
You'll have more luck.

https://www.quaddicted.com/files/maps/sources/quake_map_source.zip

Next, you will want to load up the mission pack fdg in Trenchbroom. I have been searching for it but cannot seem to find the link. But it's out there.

When you have the fgd you will go to the entity tab in TB and at the bottom load external and select that fgd file. After that you should have the entities available to you in the browser. You will also want to load the mission pack as a mod in TB in a very similar fashion. It's on the map tab I believe. 
^^^^ 
Triple Post - Woot! 
I might as well pimp a DM level I made that includes a Hipnotic version of the map. It's called Lividus. Maybe you and your pals will enjoy it along with DM3.

https://secretlevelsite.wordpress.com/my-levels/ 
 
Thank you for the help and taking the time and all the links provided! I managed to figure most of this out through a bit of trial and error and talking to the devs from qrack and fte. Some of those old assets are indeed hard to find!

I still play TDM with a group of oldschool quakers on DM3. Matches on most weekends. I was looking to create a fun tweak of DM3 that would preserve what works about the level for teamplay, i.e. the idea of level/item control without messing up the balance too much.

But due to having played it 9999999 times, I thought adding some SOA assets would be fun. I added the proximity grenade launcher at the opposite side to standard GL, replaced the SNG in the SNG room with the laser cannon, replaced the standard nailgun (useless in DM) with the SNG, and put mjolnir outside by the pent. I feel like these weapons could lead to a few interesting tweaks in gameplay (e.g. setting traps with proximity mines, using laser cannon to blast into areas by bouncing shots, mjolnir to close proximity attack somebody with weapons).

If anyone's curious, here's the first iteration. Requires the hipnotic pack to work (i.e. whatever executable you're using -game hipnotic -hipnotic for command line switch):

https://nofile.io/f/arGY5npZyZ3/dm3a.bsp 
 
in trenchroom, I made a button and set its target for one door but it opens all doors on the map. what do? 
 
That means all your doors probably have the same targetname.:D 
 
will I have to name all of my doors? because the other ones being triggered don't have names 
 
will I have to name all of my doors? because the other ones being triggered don't have names 
 
nvm, that just stopped the door from opening automatically. I'm looking at all my entity links and none of them go to the irrelevant doors, only to the ones I told it to go to. 
 
and it only happens with a button, not the trigger_multiple I have already 
 
it also triggers doors with different names?? 
Set The Don't Link Spawnflag On The Doors 
 
 
that didn't work, but it broke my unnamed door :L 
 
it's weird, whenever I change any properties on my unnamed door it just totally stops working 
 
here are my button's properties. maybe it's something to do with the button. https://i.imgur.com/lHqqReg.png 
 
Please try and avoid the triple posting.

What do the door properties look like? 
 
O, sorry.
and here are the doors (four doors that sink into the ground) targeted by the button https://i.imgur.com/RDWDmBn.png
keep in mind it's also triggering a pair of doors named "d2" 
 
The two groups of doors are too close too each other.

Add "dont link" to the D2 doors as well. Remove that Wait of 0. just remove the Wait key entirely. No need for it if youre also using the Toggle flag, as far as i can tell. 
 
oh and do "r_showbboxes 1" in the console and youll see the trigger volumes and such. This should make the problem a bit more evident. 
 
I've tried adding "don't link" on all the doors.
I did a video just so you can see exactly what's going on.
https://www.youtube.com/watch?v=9ZOH1YmMnNo&feature=youtu.be
there are 3 sets of doors, the four downward-moving doors (d1); the doors above d1, which the player gets launched up through (d2); and the unnamed door which is off to the right and there's nothing special about it.

I've tried creating a new single func_door away from the others with no changed properties, and it still opened.
I've also deleted and redone the button to make sure I didn't accidentally change a property.

if it turns out to be something really simple I goofed up on plz don't laugh at me ok?? <:l 
 
Maybe upload the .map? 
 
 
Remove the blank "target" and "wait" from the d1 doors for starters.

But, beyond that...the issue isnt happening for me when I compile the .map. The button only opens d1. I didnt change anything either. 
Ha Ha Hi Hi Ho Ho 
yep that did it! I didn't realize the unnecessary target and wait would do anything. mystery solved, we can all go home now 
 
no dont go home. go map. 
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