#19505 posted by Spud on 2018/03/03 03:43:28
Not that I know of, but there's a tutorial on Preach's site about using func_wall's on-trigger function (switching texture between two sets) to double the framerate from 5FPS to 10 using two sets of premade textures.
I Should Add..
#19506 posted by Preach on 2018/03/03 10:53:12
That the method in the tutorial is a bit convoluted, because it describes how to get the effect in unmodified Quake. It would be much better to achieve the same effect with a simple mod that added QuakeC code to perform the switching between the textures.
I'm Using Func_illusionaries
#19507 posted by Bloodshot on 2018/03/06 05:52:27
So i guess i'll just deal with the low framerate.
I have another question/problem - I made a huge lift in my map that goes up slowly, it's a door -
https://i.imgur.com/GaKblfA.jpg
It has items on it, but seemingly at random while the player is riding it he will get snagged on it and take damage, and send the lift back down.
Is there any reason for this/workaround? I know i could make it so you ride it down slowly instead of up, but I have to redesign it if i do that. I wanted to avoid using a func_train but if it's some sort of engine problem I'll switch.
I'm using quakespasm btw
Wait What?
#19508 posted by Bloodshot on 2018/03/06 06:27:18
I switched to a train and the collision does not match up with the position of the train - i tested in quakespasm and vkquake and it's broken in both, but oddly enough in darkplaces the collision of the train is correct
I have no idea what's going on
#19509 posted by ericw on 2018/03/06 07:23:55
Check for an "angle" or "angles" key on the func_train and delete it if there is one.
#19510 posted by Bloodshot on 2018/03/06 09:29:53
I feel like a dope, that was it. Leftover from converting door > train
Thanks.
Check Your Server Fps Too
#19511 posted by Esrael on 2018/03/06 10:34:17
Another thing that can cause weird physics glitches, like the one you had with your elevator, is setting the server fps too high in the config (default 72, if I recall correctly). When I use Quakespasm, setting it to 150 still seems to allow everything to work correctly.
I Actually Kept Quakespasm Running At 72 Fps
#19512 posted by Bloodshot on 2018/03/06 21:10:24
It still would happen. Sometimes the train gets caught too and does a point or 2 of damage but it's alright since it doesn't break the whole sequence
Yes
#19513 posted by madfox on 2018/03/12 23:47:06
I had the same stubborn func_plat that caused me headaches to solve.
Glad finding the solution here.
(for the the func_plat head) P:
Lava Alpha 1
#19514 posted by adib on 2018/03/14 12:21:17
It's been asked many times, but here I go. There is a worldspawn key to set the lava alpha for that particular level, right? Which one is that, again?
Meet The "alpha's", Hehe (Hope This Is Correct)
#19515 posted by damage_inc on 2018/03/14 14:01:04
Worldspawn
----- Alpha Options -----
water_alpha(string) : "Water Alpha" : : "Set the transparency of water (ex .70), which are brushes textured with a water(ex *04water) texture. This setting tranfers directly to the other 'liquid' types and teleporters, UNLESS you are using an engine that supports individual 'alpha's' for each(see below). NOTE - Defaults to the players own 'r_wateralpha' settings if no value is assigned."
lavaalpha(string) : "Lava Alpha" : : "Set the individual transparency of Lava, brush solids textured with a lava(ex *lava1) texture. Default inherits the 'water_alpha' setting. If 'water_alpha' is not set then it defaults to the players own 'r_wateralpha' setting."
slimealpha(string) : "Slime Alpha" : : "Transparency of Slime, works the same as 'lavaalpha' except for solids textured with a slime(ex *slime0) texture."
telealpha(string) : "Teleporter Alpha" : : "Transparency of Teleporters, works the same as 'lavaalpha' except for solids textured with a teleporter(ex *teleport) texture."
This works for me and I believe it to be accurate but if it is not, please let me know otherwise.
I Forgot To Bold This...
#19516 posted by damage_inc on 2018/03/14 14:05:50
... and it threw me when I was testing:
IF 'water_alpha' is NOT set, then it defaults to the players own 'r_wateralpha' setting."
That means, that to set lavaalpha, it IS necessary to set a starting water_alpha to get the results you desire!
@damage_inc
Sorry For The Empty Post Above
Is this Quakespasm? Do these work in other engines?
@dumptruck_ds
#19519 posted by damage_inc on 2018/03/14 16:08:46
Yes, Quakespasm. I just assumed it was a QS related question since it was a specific lava alpha question, maybe that was wrong?
I tested with DP, FTE, AD-MOD/QSS etc... I only remember I had mixed results, not the specifics to what each one did upon map load.
Thanks, But
#19520 posted by adib on 2018/03/15 17:11:04
I hope I can still set water_alpha 0.5 and lavaalpha 1, transparent water and opaque lava. Will try later.
Water_alpha Is An AD Feature
#19521 posted by ericw on 2018/03/15 18:05:59
It works on any engine, but only with the AD mod.
Quakespasm and MarkV both support "_lavaalpha" and "_wateralpha" worldspawn keys. These work on any mod includong id1. This is relatively new (last 2 years ish) and not sure if any other engines recognize these keys.
Really Wish I Could Edit My Post, Grrrr
#19522 posted by damage_inc on 2018/03/15 18:45:40
I should have used my modified version of Daz's FGD for reference, doh. I forgot the subtle differences.
Which has the correct entry for wateralpha, which is:
wateralpha(string) : "Water Alpha" : : "Set the overall transparency of liquids, default = (1.00)"
This I just tested with stock id1. No underscore needed at all?
Apologies for the confusion.
#19523 posted by ericw on 2018/03/15 18:56:02
Just checked MarkV and QS source, they will both accept underscore or no underscore.
What About Telealpha For Mark V?
#19524 posted by damage_inc on 2018/03/15 18:58:45
In my map it's not recognizing it?
MarkV Doesn't Seem To Support A Telealpha Key
#19525 posted by ericw on 2018/03/15 21:02:20
@ericw
#19526 posted by Baker on 2018/03/15 22:34:42
I think were technical reasons for not doing it.
Mark V has automatic underwater transparency detection (which isn't hard to implement, btw --- I told qbism how to do it and he added it qbism super8).
But the underwater transparency test cannot be applied to all teleporters because a small teleporter might not even materially affect vis.
Recommendation: Add automatic underwater transparency to Quakespasm (you'll like it) and then also remove support for tele-alpha.
Qbism added automatic underwater transparency to super8 because if a map isn't water-vised, honoring the user's r_wateralpha value (unless r_novis 1) is just silly looks horrible.
If you add automatic underwater transparency, you'll never see that ugliness ever again!
Original Id1 Wads
#19529 posted by oGkspAz on 2018/03/25 15:36:35
#14672 #14678
"Are the original id1 wad files somewhere? I wanted to re-compile all the maps to try this but got a lot of missing textures when I used wads from my collection.
base.wad
jr_med.wad
medieval.wad
metal.wad
start.wad
tim.wad
wizard.wad"
For example: I was also looking for the original wads and after finding these two posts I decided I was bored enough today to do this:
http://www.quaketastic.com/files/texture_wads/id1_complete.zip
I found that the available METAL.WAD had only 99 textures in whereas mine now has 144.
Method:
I opened each original map from Romero's source and then made a list of which maps used which wads. I then extracted the textures from each map as its own named wad. After that I merged all the wads into their correct wad according to the list I made.
Adding these to /Trenchbroom dir/gfx now allows all the source maps to be textured without having to open Quake101.wad or similar afterwards.
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