Thanks Guys
#1963 posted by aguirRe on 2004/05/22 15:01:00
Your excellent maps and continuous stream of new challenges are what keep me going.
Btw necros, where *is* that new impressive map of yours that I've been waiting for?
Waiting
#1964 posted by necros on 2004/05/22 15:13:48
for the other maps in it's pack to be finished. ;)
As A Betatester,
#1965 posted by HeadThump on 2004/05/22 17:08:19
I think I can leak to you that the map you are inquiring about is simply awesome. One unique situational fight after the next.
Spagetthi Talk
#1966 posted by madfox on 2004/05/22 17:29:53
As I want to make appear a message in Quake1,
and this message is more than 4 sentences, I would like the appearance take place longer than standard time, how should I do this?
I tried delay, but this makes the trigger take place at a later time, while I mean longer.
Another not so common question:
Playing Quake in senquences one appears at the end level. After this I want to return the player back in the start level with no bossgates, and all triggers off.
Should this be:
spawnflags => kill alltargets
I'm just guessing.
..
#1967 posted by necros on 2004/05/22 18:03:41
on your first question, there are two ways of doing it.
one: make a bunch of trigger relays with all the same message which have incremental delays, 0, 2, 4, 6, etc... and have them all fire in order... basically, quake will keep outputting the same message, beeping each time.
two: open the quake.rc file in pak0.pak, and store it in your own pak file. add a line that points says centertime.cfg
now create a file called centertime in the same directory as quake.rc. in that new file, write "scr_centertime 6". now, all centerprint messages will stay for 6 seconds instead of the default 2.
on your second question, i don't think it's possible to erase the player's status with runes without qc. i may be wrong though...
Thanks For Your Answer...
#1968 posted by madfox on 2004/05/22 20:59:47
I'll try the first with four triggers and delay time, as it feels the most easy way.
By my second one I was wondering, because on the moment one plays the end.bsp I think this option was implemented by the trigger_changelevel.I just can't find the argument, maybe it is also in the quake.rc
In the original Quake I never succeeded to complete the end level without god-mode.
Then the game just start from the beginning with all counts off.
Something That Puzzles Me
#1969 posted by Kinn on 2004/05/23 04:01:30
I have always noticed in Quake that rockets/grenades sometimes pass straight through shamblers without exploding - any idea what causes this?
Also, I have noticed in some maps there are places which cannot be navigated by Shamblers, but other Hull 2 monsters can navigate them perfectly. Has anyone else noticed this and do you think these two issues are related?
There Was A
#1970 posted by aguirRe on 2004/05/23 05:52:20
discussion recently about this issue and scrags flying through walls in one of the threads but I can't find it again. I don't recall any explanation was found, though.
Found It
#1971 posted by aguirRe on 2004/05/23 09:44:25
Thanks
#1972 posted by Kinn on 2004/05/23 11:21:58
The shambler thing has got to be one of Quake's greatest mysteries. The scrags-through-walls could just be a bug in the flymonster code, but the fact that all hull 2 walkmonsters share the shambler's movement properties just makes it baffling that this is a shambler-only problem.
Perhaps it really is arcane magyck at work.
Hmmm... "Quake's greatest mysteries" - I think I've coined a new discussion topic :)
Kinn,
#1973 posted by necros on 2004/05/23 11:43:44
i honestly think the flying monster ai stuff was a last minute addition to quake, and id just sort of threw it together real quick.
Also,
#1974 posted by Kinn on 2004/05/23 16:23:29
do you think the "shambler only takes 1/2 dmg from explosives" thing was a last-minute fudge to hopefully reduce the no. of people noticing the aforementioned missile-collision bug?
Q1 Doors
#1975 posted by Jago on 2004/05/24 04:45:51
OK, a newbie Q1 mapping question: I have a door that consists of 2 parts, one is going left, the other is going right. I want both parts of the door to open at the same time. As of now, when I approach the door structure, one of the parts starts moving first and the other follows as I come closer to the door. How do I "link" them to open and close together?
Hm
#1976 posted by Vondur on 2004/05/24 05:15:11
there is no way to team doors up.
only workaround is to make them work together out of trigger...
Actually
#1977 posted by czg on 2004/05/24 05:52:22
If the two doors are touching, they will team up automatically unless the "dont link" (or whatever) flag is set.
So don't listen to Vondur ;)
Kinn,
#1978 posted by necros on 2004/05/24 12:48:42
well, that one i'm entirely sure about...
i think it's more likely that id did that to make the shamblers more difficult without raising their health levels to ridiculous amounts.
i don't really see how reducing the damage they take from explosives would prevent people from noticing rockets going right through them... although, it could be that the warning which was in the quake manual acted as a deterent, so people just didn't use them against them, although grenades are still fairly effective even with reduced damage.
RE: Actually
#1979 posted by Jago on 2004/05/25 10:14:35
"If the two doors are touching, they will team up automatically unless the "dont link" (or whatever) flag is set."
Err, they are touching each other and the "dont link" flag is not set. Yet, they are not linked... Hmm?
Jago:
#1980 posted by czg on 2004/05/25 10:44:09
This means you have failed the test.
Jago
#1981 posted by aguirRe on 2004/05/25 11:16:00
Are you the same guy that released the dnspq1 map in '98? I learned a lot about Q1 tech stuff while trying to seal that map and it was good-looking and fun as well.
RE: Jago
#1982 posted by Jago on 2004/05/26 06:55:45
Heh, talk about a "blast from the past". Yes, dnspq1 is indeed my map. "dn" in "dnspq" stands for "Dan Naumov" (my name). It was my first map I had ever released too. I then went ahead to create 3 or 4 Quake 2 maps and 10 maps for Unreal. Then had a huge break in mapping, but am now trying to get back to it.
What Tools Are Used For .spr Editing?
#1983 posted by HeadThump on 2004/05/26 23:06:22
Unfortunately the format isnt native to Wally
...
#1984 posted by necros on 2004/05/26 23:18:47
the only one i know of is adquedit.
i don't have a link handy, but try googling for it.
if anyone knows any others, i'd like to know too :)
Thank You Kind Sir
#1985 posted by HeadThump on 2004/05/27 01:16:23
I believe FC has a link to it on his site
WARNING: CutNodePortals_r: New Portal Was Clipped Away
#1986 posted by dakza on 2004/05/27 05:09:09
Please go here; http://dakza.envy.nu/noclip.htm
Whats going on in these screenshots is some sort of noclip wall effect. you can pass through it to the other side and the map will vis. Theres no actual brush there, Just seems like the game wont draw anything past that point untill you pass that point! Below is the QBSP_LOG.txt with some errors in it.
Take A Look
#1987 posted by aguirRe on 2004/05/27 05:57:45
in the Q1 ToolTips at my site, especially in the Leaks and Portal Problems sections. There are also descriptions on some of the warning/error messages, like the one you got.
It's likely your HOM is caused by small brush misalignments in that area.
If you can't sort it out, send me the zipped map+wad and I'll take a look at it.
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