BUT
#19943 posted by Qmaster on 2018/10/20 03:05:10
I always come back to this: to heck with the numbers, make it fun.
Of Course
#19944 posted by Lunaran on 2018/10/20 06:39:46
I cannot caveat enough that such measurements are of little exact use. It's good for ballparking it and discovering "oh shit I'm way off" and don't trust it more than that.
Quake 3 Patch
#19945 posted by Reyond on 2018/10/21 18:57:50
Hello! Does anybody know if there is a special utillity for converting .obj to quake 3 patch? Also, where can I find any documentation about q3 patches?
--
Or use a model!
Help? One Teleport To Much.
Hi!
Have a problem with my map that I don't know how to fix.
After finnishing all and testing, in the first room, a black rectangle appears on the floor with the sound of a teleport. I can't remember that I made one and even can't find it in the editor.
Is there a way to search for things in trenchbroom or other ways?
GunSgt
I would go to the spot in the map in TB and "drill down" to see if there's a brush embedded in that spot in the map. IIRC you hold control + mouse scroll wheel to drill down your brush selections. Of you can hide the floor brush to see if anything is below it.
@dumptruck_ds
I haqve deleted the floor and theres nothing. I've also been going downward if theres something below. Also nothing. I have no clue? A bug? I've posted the map on screenshots and betas.
#19950 posted by metlslime on 2018/10/25 21:29:26
in game:
"r_showbboxes" will draw white outlines around all entities, this will confirm there is an entity there. (NOTE: i don't think this shows static entities)
(alternate: set "r_drawentities" to 0 which will stop drawing all entities, including static entities -- another way to confirm this is an entity)
"edicts" command will list all entities in the console, problem with this is that brush entities all have the origin of 0,0,0 so you need to look at absmin/absmax or something to figure out which one is the one you are looking for. (hint: condump this to a file since it's easier to read in a text editor.)
@Dumptruck_ds
THANKS!
With r_shobboxes 1 I found a brush that moved somewhere and made me trobles ago. Deleted it and that was it. Bohh! Thank you so much!!!
Hope you're doing fine and find some time to play my map.
Best wishes!
GunSgtHighway
Thanks Metlslime
:)
@Dumptruck_ds
Haha! :D Thanks for assistence! :D
Func_insidevolume And Func_pushable
#19954 posted by Spipper on 2018/10/29 16:47:41
Is there any documentation on these two AD entities? I can't find them in the ad_v1_70P1_documentation.txt, and I can't get the func_insidevolume to detect the pushable and send an output to a func_door, even though I have the "pushable" flag checked.
IIRC..
#19955 posted by damage_inc on 2018/10/29 20:01:15
These were added/modified very close to release. Probably why no information.
Did you open the "test_pushable" map to see how to set it up?
For A Simple Setup It Goes Like This:
#19956 posted by damage_inc on 2018/10/29 20:41:17
1)Create a brush then --> tie to entity > func_pushable, no other parameters needed.
2)Create second brush then --> tie to entity > func_door, then give the door a name Ex: "PushableOpens".
3)Create your last brush and --> tie to entity > func_insidevolume, give it a Target(fully inside) of: "PushableOpens". Uncheck all flags but Pushable.
Tada!
Now I don't remember the specific conversation with sock but there was concern for this: "Name of target(s) to trigger when something is FULLY INSIDE the volume (fires every 0.1s)."
Namely, the constant firing. I think that's why there's more complex setups for these. But you could select "Only ONCE" for "wait", for the func_insidevolume if that will work for you?
hth's
#19957 posted by Qmaster on 2018/10/29 21:10:22
Or if it does do constant firing, just target a trigger_relay set to once. Only have the trigger_relay target the actual door.
My guess is it has to do with needing the pushable fully inside rather than just touching like a trigger.
@19956 And @19957
#19958 posted by Spipper on 2018/10/29 23:18:58
Thanks! You hit the nail right on the head - I did not know the pushable had to be completely inside for it to work. Did a few more tests and it worked exactly as it should.
I'm a bit annoyed that pushables, that doesn't move, don't block gasshooters but this allows me to do a workaround for that.
@Spipper
#19959 posted by damage_inc on 2018/10/30 00:00:22
You could use Target2 also, which is when a pushable is "partially inside" the volume ;)
Also, I'm a bit confused on the pushables that "don't move" comment? Maybe you mean when you are not pushing them?
@Spipper Nvrmnd
#19960 posted by damage_inc on 2018/10/30 00:12:05
I tested it. Yeah, pushables are not solid to the gasshooter at all.
Seems an isolated case, versus the other trap types I tested('nades, spikes etc). Prolly not that hard to "fix".
Messages In Quake
Hi. Do someone know if there's a way to create longer messages than one line? and maybe change its colour?
Reply To GunSgtHighway
#19962 posted by Reyond on 2018/10/30 14:33:09
Yes, you can just move to another line by adding \n.
Just like this. “Hello, this is my message \n how do you like it?”
In game it will be seemed like this:
Hello, this is my message
how do you like it?
@ Reyond
Thank you very mutch!
Message Color
#19964 posted by Qmaster on 2018/10/30 21:33:16
Color is possible in Darkplaces but you only use normal white or orange (bold) in all other engines like this:
\bImportant Message!\b\nNotice, thank you for noticing\n this notice.
For Darkplaces or QuakeLive engines:
The color codes are as follows:
^1 = Red
^2 = Green
^3 = Yellow
^4 = Blue
^5 = Light Blue
^6 = Magenta
^7 = White
E.g:
^4BLUE TEXTBOOK\n^7Normal white message.
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