#19880 posted by digs on 2018/09/24 04:12:27
Thanks, ericw
Testin Deathmatch Maps
#19881 posted by MOKO on 2018/09/25 13:35:37
Hi Guys,
I am new here, so welcome everybody.
I am having a lot of fun from creating quake maps, but doing only deathmatch maps.
Would anyone be so kind and take a look on it from multiplayer point fo view and advice how to improve it ?
Map is already after few iteration of play -> adjust map. I think it is playable, we have had lot of fun at lat iteration :)
Anyone want help I will apreciate.
Lighting Problem
#19882 posted by Sir_Random on 2018/09/25 14:24:58
Hi guys, I've been coding/modding since the early 80's, but I'm new to Quake mapping and I've been working on my first map for over a month. After a long edit session I compiled the map and now the lighting is messed up (blotchy shadows everywhere) I thought I had accidentally placed a light outside the map boundaries but I can't find any so I'm at a loss. I tried searching the forum for lightmap/shadow issues but couldn't find an answer so I'm hoping you guys can save me from despair. Thanks
Sir_Random
#19883 posted by moko on 2018/09/25 14:50:09
Hi,
maybe you have added light with very high light value
Drop me MPA file if you want me to inspect.
#19884 posted by Sir_Random on 2018/09/25 15:25:47
Thanks moko, I presume you mean MAP file? how can I send it to you?
I'll check the lights (200+)
Or Maybe Just An Old .lit File In The Maps Dir?
#19885 posted by negke on 2018/09/25 16:39:18
Moko: You could post the level in the Screenshots & Betas thread for people to download and check out if they are familiar with deathmatch.
Negke
#19886 posted by Sir_Random on 2018/09/25 17:07:35
Thank you SO much, it was a .lit file!! I tested the _color attribute on a light, then deleted the light but didn't think about deleting the .lit file. All part of the learning curve I guess.
Thanks again for the help negke, I've really enjoyed playing your maps too!
thanks moko for your kind offer of assistance.
Now back to finishing this map :)
MOKO:
#19887 posted by Joel B on 2018/09/25 17:32:56
I'm sure there are folks here (including me) who would be happy to look at your map and give opinions, but for the most part we're not expert Quake MP players. At least not these days. :-)
You might want to also look in on the quakeworld.nu maps forum: https://www.quakeworld.nu/forum/12/maps-textures
It's not super busy, but it does keep ticking along.
And there's the QuakeWorld Discord server, if you do the Discord thing: http://discord.quake.world/
@Moko
You can add bot support to your maps which is fun but not perfect I know. Johnny has an excellent write-up on them here:
http://neogeographica.com/site/pages/guides/deathmatch_with_bots.html
If I tested your map I'd be using one of these bots!
It's Easier To Summon The Devil Than To Load A Model
#19889 posted by Party Boy on 2018/09/26 15:12:34
Guys, since yesterday I'm trying to put a model in Quake but I don't achieve anything...
I downloaded Honey to see how the trees are there...
I did a simple torus model in 3ds Max, with a very low poly count and a single .bmp texture, I exported it to .obj and with Noesis to .mdl (is there an .mdl plugin for 3DS Max?)..
Then, in Trenchbroom I copypasted the Quake.fgd into QuakeParty.fgd and (I don't actually know what to put in there) I put this:
@PointClass size(0 0 0, 32 32 32) base(Appearflags) model({ "path": ":progs\torus.mdl" }) =
prop_torus : "Torus" []
Where "torus.mdl" is the model inside the "progs" folder inside a mod folder (my mod folder is called "party")
Someway it shows in the editor but I realized I cannot rotate it (and God knows what other things I cannot do with it)..
Then, inside the mod folder I created a "qc" folder with the QuakeC source, I created a "torus.qc" and there I put:
void() prop_torus =
{
precache_model("progs\torus.mdl");
setmodel(self, "progs\torus.mdl");
makestatic(self);
};
Then, I added torus.qc inside "progs.src"..
I put FTEQCC inside the "qc" folder, hit ·Rebuild· and my "progs.dat" appeared inside my mod folder..
Then, I put the model inside a test map (an open map btw), saved, compiled it, launched it with -game party and nothing happened..
There is this warning that shows in the console:
"Warning: Mod_LoadModel: progs orus.mdl not found"
Notice the missing first letter in the model name..
I came up until here, I no longer know what to do, this surpasses me..
Another question, should I do something else with my .bmp texture?, I undestand it's inside the .mdl...
Thanks in advance..
Party Boy
#19890 posted by bal on 2018/09/26 15:50:50
You can check to see if it's an issue with your model by trying to load it using Arcane Dimensions (or some other mod that has a misc_model type entity). If it works there at least you know it's most likely a problem with your progs.
#19891 posted by metlslime on 2018/09/26 16:20:51
Is the backslash being treated as an escape character somehow?
Sdfghjkl
#19892 posted by Party Boy on 2018/09/26 16:51:17
It was the f* backslash!..
Anyway, it has no collision and I still can't rotate it, also texture coordinates went sideways..
https://i.imgur.com/X4knlrc.jpg
https://i.imgur.com/udOmB72.jpg
(It's the default Unreal texture)
Skin And Flags
#19893 posted by madfox on 2018/09/26 17:52:03
For rotating, import the model in Qmle30,
and set the right flag for rotating.
This prog can help you correkt the skinfile by importing the UV map.
Qmle30
#19894 posted by Party Boy on 2018/09/26 20:04:01
Well, I can't install it on 64 bits, I've found the 3.1 version but I can't find a .uvw import option (or I need to reapply mapping coordinates?)..
I'm sorry, this is really not intuitive..
#19895 posted by Redfield on 2018/09/26 22:56:16
You should try exporting your obj to mdl through Blender. It also has an option to add rotation on export.
Qme will destroy any smoothing groups you've applied to the model.
The model will not have collision by default, unless you write QuakeC for it. Just put clip brushes around it. Quake is several decades old, nothing is intuitive about it.
R_aliassetupframe Error
#19896 posted by Sir_Random on 2018/10/02 19:28:03
Hi guys, I've been testing my first map and came across a bug that produced this error:
r_aliassetupframe: no such frame 'x' for progs/h_demon.mdl
(where 'x' is the frame number, cycling from 0 to 32)
While playtesting with Quakespasm 0.93.0, a Demon was gibbed by an explobox but it's head continued chasing me around the map while that error was spammed in the console (one for each frame ('x') of the animation).
My guess is that the engine is trying to play the full demon.mdl animation on the head? Is this a known issue? I have created a progs.dat to fix the fish monster count and set state to SOLID_NOT (OCD) but it wasn't being used when the error occurred. The level is ready for beta release but I'd like to fix this issue first.
Thanks.
That's A Weird One But Sounds Awesome Too
There's a newer version of QS 0.93.1 -- also are you running at a higher refresh rate?
#19898 posted by Sir_Random on 2018/10/02 19:45:20
Thanks for the quick reply dumptruck, I wouldn't even be here if not for your excellent tutorials, thanks for all your hard work!!
I'm not using v_sync, so I have variable framerate if that's what you mean?
Thanks!
I mean a higher refresh rate in your monitor. You' know it if you were as you need to set it in the engine in this case anyway. I ask about refresh rate because I searched here and that error was mentioned before in a thread elsewhere. I have no idea what could cause that so grasping at straws. :)
Thanks
#19900 posted by Sir_Random on 2018/10/02 19:55:16
No, just 60Hz
Thanks for the help, maybe it was a once off. I'll release as beta and see if anyone wants to test the map and see what happens.
Re: Undead Fiend Head
#19901 posted by Preach on 2018/10/02 20:03:57
Hi Sir_Random, was the fiend mid-leap when the exploding box went off? Possibly it leapt into the box and set if off? I have a theory that you might have tumbled upon one of the many bugs that arise in the standard exploding box QuakeC code.
Hi Preach
#19902 posted by Sir_Random on 2018/10/02 20:10:58
It may well have been mid-leap, there was a lot going down at the time with ogre grenades and hell knight fire raining down :)
I haven't looked at the relevant code, but I'm surmising that when the Demon was gibbed it somehow wasn't flagged as dead, so the engine was still treating it's head as a walkmonster and trying to animate it.
Now..where Was I
#19903 posted by Preach on 2018/10/03 01:01:10
One of the aspects of monsters dying in Quake which matters here is that the only real reason they don't continue attacking is that their think function gets reset by the death animation, so they never re-enter the ai loop. There's no other safeguard against a dead monster carrying actions out.
My guess of what happened is this:
Fiend leaps into the barrel and starts running Demon_JumpTouch
Demon_JumpTouch inflicts damage on the barrel
...The damage explodes the barrel
......The barrel explosion kills the fiend
..........The fiend turns into a head gib
Control returns to Demon_JumpTouch, which then sets a think function on the head gib, putting it back into the monster ai loop.
You might worry that this could happen in other situations, like if a grunt shot a barrel, blew it up, and died in the resulting explosion, would it also become a zombie? The answer is no, because army_atk5 sets a think function before it inflicts any damage. In fact, almost all monster animation functions set the think function before they take any action.
Demon_JumpTouch is an exception because it's a touch function that can triggers ai functions, and does so in an unusual order. The fact that the fiend was a head gib might have caused it to find one of the paths through the function that set an ai function (not all of them do).
Having gone on about Demon_JumpTouch so much, you might expect that the fix should be located there. But actually the traditional fix in QuakeC mods is just to add a short nextthink delay to the explosion of a barrel. This fixes whole other categories of bug - like multiple barrels exploding at the same time and resetting each other's radius damage loop. It also prevents the explosion interrupting other code, such as Demon_JumpTouch - which is especially confusing when the monster might change from alive to dead during the interruption!
Thanks Preach
#19904 posted by Sir_Random on 2018/10/03 01:24:34
I suppose a Fiend never encounters an explobox in original Quake, so there's not much chance of spotting that oversight in testing. I'm more familiar with idTech 4 & 5 (Doom 3, BFG) and there are plenty of anomalies in that code too :)
|