Map Music
#19743 posted by Qmaster on 2018/06/30 15:09:08
In regards to Quake's music, I hate it. Hence I do not have it installed and do not ever bother with setting a track number. But I want to know how to best make my maps for a broad audience.
1. What happens if worldspawn doesn't have a track number set?
2. Which track is the most, er, generic and best suited as a default track? (Ya ya conflicted opinions incoming)
3. Is it possible to set a track number to null so that no cd music plays such that I can play my own scripted music sequences from ambient_generics (think Half-Life style)? I have a certain project that I would like to make more immersive through ambient sounds, triggered music events, and eerie silence in places.
@19743
#19744 posted by Spud on 2018/06/30 15:22:34
In regards to Quake's music, I hate it.
Absolute heresy. Get the cross and torches.
1. What happens if worldspawn doesn't have a track number set?
The track number will default to 0, which doesn't exist and so won't play anything. Some ports will print an error message in the console when this happens, i.e. Quakespasm with external music enabled prints couldn't find a cdrip for track 0.
#19745 posted by Spike on 2018/06/30 20:12:16
Vanilla will continue playing whatever track it was already playing. QS will stop completely. Or in other words, its engine-specific behaviour so good luck with that one...
You can be anal about it and get some mod to send a 'cd stop\n' stuffcmd, but that takes away the user's choices and doesn't really matter that much anyway.
@Qmaster
#19746 posted by Baker on 2018/07/01 02:35:49
See void() ExitIntermission = in client.qc ... for a example.
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2); // <-- Set this --- Track number
WriteByte (MSG_ALL, 3); // (unused in Quake engine)
I would set SVC_CDTRACK to 0 replacing WriteByte (MSG_ALL, 2) to WriteByte (MSG_ALL, 0) to stop music.
It's the best you can do and would work
Quakespasm.
I think track 0 should mean no music. All of the original Quake maps have cdtrack set.
Trying to stuff cmd music commands is evil. Engines shouldn't permit it.
Case in point: If you want to be jerk, stuffcmd "cd eject" every frame.
Thanks!
#19747 posted by Qmaster on 2018/07/01 03:57:07
I agree, stuffcmds can be pretty evil when used wrongly:
"showpause 0;save quick;cd eject;pause;pausable 0\n"
Stuff dat. No really please don't. Everyone should backup their cfg file.
Music
#19748 posted by anonymous user on 2018/07/01 08:30:53
Well if you don't like the default music you can package your own. If you worry a lot about copyright you can just go on youtube and search "royalty free (insert genre here)", Teknoaxe makes some decent quake style tracks, I am thinking abouy using one of their songs for a map I am working on
@Baker
#19749 posted by Spike on 2018/07/01 19:33:09
Numbered tracks need to die, at least for new content. If the server stuffcmded 'cd loop $world.sounds\n' instead then a) it would be functionally the same as svc_cdtrack. b) the field could be parsed specifically and replaced with an actual string.
This would avoid conflicts between maps picking the same track number, and allow mappers to be explicit about the music's filename extension.
This assumes that noone tried 'streamlining' an engine by stripping out compat, and that noone failed to support faketracks properly...
#19750 posted by Baker on 2018/07/02 00:35:18
99 sound tracks ought to be enough for anybody.
Is numbered tracks perfect? No.
But svc_cdtrack works and is Quake compatible.
There is not really a meaningful problem to be found here.
/One opinion
Unless You Are Trying To Go Full Ambient No Music Or HL2 Style
#19751 posted by Qmaster on 2018/07/02 04:32:58
But I think just using track 0 is simplest. Turns out I've always done that so ha! Thanks guys.
Connecting Maps
#19752 posted by madfox on 2018/07/14 11:46:37
I made two small seperate maps with availabe doors.
In Quark6.6 I make a copy of one map.
Then I load the second and paste the first one.
II made sure the maps are on grid and close tight to eachother.
When I try to enter from the first to the second,
there is no visible bar but, I can't get through.
#19753 posted by negke on 2018/07/14 18:07:43
Rogue clip or skip brush? Some bounding box in the way? What if you delete the brushes around the map transition?
@-negke
#19754 posted by madfox on 2018/07/15 00:42:12
I have no idea where to search. I remembered I have met the error earlier. Then it were misaligned brushes.
In this case all brushes are on grid.
xmirror
#19755 posted by negke on 2018/07/15 01:20:03
Have you actually snapped all brushes to the grid? This is important especially when working with Crocodile Dundee-type of editors like Quark.
Also be sure to use up-to-date versions of the compilers, not the old ones that come with Quark. These for example. Using them, the map leaks, but it appears the corridor in question is accessible. Might be some odd floating point/degenerate brush issue..
Found It
#19756 posted by madfox on 2018/07/15 01:33:01
The Axe_Ogre would not walk over gaps of 32 units. I left in a microbrush on the floor.
Why won't the Ogres cross 32 units?
They are big enough I think so.
#19757 posted by metlslime on 2018/07/15 01:58:02
Monster movement code uses hull 0 instead of hull 1 or 2 for checking the floor. This means any small gap deeper than step height will be a barrier to monster pathfinding.
It's The Same AI Code For Little Guys And Big Bads
#19758 posted by Qmaster on 2018/07/15 05:04:30
Ai J Ai
#19759 posted by madfox on 2018/07/15 23:34:53
Will find myself in Gulliver once I reach Hull.
I have to tag that movement code better.:P
#19761 posted by anonymous user on 2018/07/18 21:16:38
Which tool do you guys use to create sprites for Q2? How can i create an sp2?
Anony Mouse
#19762 posted by madfox on 2018/07/19 03:02:50
Quake1 uses FirmG to handel sprites. It has a lot of output extentions. Don't know if you can view q2 sprites with it. Quaketastic has a Firmg 0.2 under tools.
I'm not familiar with q2 sprites. It seems there's a program called:
Quake 2 Sprite Builder, but I couldn't find it.
#19763 posted by anonymous user on 2018/07/19 17:11:42
I could really use a cli tool for that. Can't find anything, though. :(
Sp2
#19764 posted by Spike on 2018/07/19 20:32:16
if all else fails, just use a hex editor.
the format is basically trivial.
{magic="IDS2", version=2, numframes, {width, height, xoffset, yoffset, char pcxname[64] }[numframes] }
Yeah, sort enough to be able to commit to hunam memory, apparently.
Its the kind of format that should have just been a text file all along - hence .shaders being used for sprites in q3.
(q1 sprites are more complicated and also directly embed the pixel data. I don't recommend trying to hex-edit those...)
Floating Powerups
#19765 posted by dudebro56 on 2018/07/22 19:42:14
Anyone know how to make floating powerups in Quake 2? maybe there is some sort of brush I can set to collide with the powerup but not the player? Thanks
#19766 posted by digs on 2018/07/25 07:26:13
Quoth2:
https://tomeofpreach.wordpress.com/quoth/tutorial/path_corner/
I have a problem with path_corner.
Can not use the "event" property. I set the "event" in the patch_corner, but when the func_trian leaves this point, there is no event. Is this the right name for the property?
#19767 posted by Qmaster on 2018/07/26 06:07:45
Make sure you have the full Quoth 2.2.patch from here
https://tomeofpreach.wordpress.com/quoth/
THIS IS DIFFERENT FROM QUOTH 2 OR QUOTH 2.1 OR QUOTH 2.2!!
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