ItEndsWithTens
#176 posted by anonymous user on 2016/08/04 01:42:45
Thanks, I don't know why I started using skip especially for this map, but it really seems like a bad idea now. So now on if will not use it, because it is pointless mostly.
Three Pics
#177 posted by skacky on 2016/08/04 02:57:15
#178 posted by skacky on 2016/08/04 03:00:41
I should change the beam texture on the left in the last pic to a higher res one now that I think about it.
Also rofl that killtarget issue.
Even Though Nobody Will Believe*
#179 posted by NewHouse on 2016/08/04 03:10:45
But the problem haven't disappeared after clearing targets. It happens anyway, hopefully it some way dies out, because I really don't have energy to fight with this one wierd bug whether it's my fault or not.
#180 posted by Rick on 2016/08/04 03:32:40
Newhouse, I noticed maybe every entity in that map has the angle key set. Is this maybe some editor or fgd type bug? Angle is not used on things like path_corner and normal lights. The strange thing is, looks like if there is no actual number entered they're set to "-0"
Small Update
#181 posted by Breezeep_ on 2016/08/04 04:02:38
Keep It Coming Guys
#182 posted by ionous on 2016/08/04 05:05:33
Skacky: Pure class.
Breezeep: Glad to see things starting to take shape. Maybe offest the floor height on the second floor, but all else is looking well.
Skip != Caulk
#183 posted by negke on 2016/08/04 08:50:14
There's no benefit for performance; it's purely visual.
@skacky
#184 posted by anonymous user on 2016/08/04 08:59:00
decided to try and build your pipes, but tilted instead of skewed on the grid
http://i.imgur.com/E8Zvhvb.jpg
A bit of a pain in the ass requiring 1 unit grid and some funky 3 point clipping, but it's all properly tilted at a 1/4 ratio... Dealing with the texture projection is a bit wonky though.
(going back to not mapping now...)
Rick, Breezeep_ & Skacky
#185 posted by NewHouse on 2016/08/04 10:32:28
Rick*
I just noticed that too. Executioners had -0 angle so I changed them to 0. But yeah Lights had that added by myself, it was just the visual thing because I thought game doesn't use it, I haven't had any error from them - but to be extra sure I really should remove them.
Breezeep_*
Looks nice some kind of id bunker when looking at this outdoor area.
Skacky*
Are you using this method? http://www.quakewiki.net/archives/speedy/tut_pipe.htm
#184
#186 posted by skacky on 2016/08/04 11:45:54
Shut up and go map!
NewHouse: I don't use this method but that's a good one!
@158
that's not how to use the name field =P
#188 posted by mjb on 2016/08/04 13:24:05
Skacky: That's crazy, looks like a full quality map!
Breezeep: Looks great, love the rocky top half walls.
I am probably 80% done with basic brushes, and just started a light texture pass. I plan to have at least one progress shot this weekend when I can really have some time to work on the map!
Preach Re: Post 169
would it be better to patch in a compiler?
@187 (Dear Shambler)
#190 posted by NewHouse on 2016/08/04 19:28:03
I'm new here, and when it comes to my personality you can always expect from me this kind of behavior.
I have been mapping and not focusing this "bug of mine" thing. Currently using AD mod, because it has all same enemies I'm going to use anyway. For this jam my map can't be more than 10-25 of the polished map. So I really need to consider what I the most important parts when it comes to gameplay. So lots of Backtracking, but I try to make it as well as possible.
@190 (Myself)
#191 posted by NewHouse on 2016/08/04 19:31:29
10-25 percent of the polished map*
need to consider what are the most important parts when it comes to gameplay*
sorry I really don't know why I typo this fast.
Zero Length Strings
#192 posted by Preach on 2016/08/04 19:50:10
would it be better to patch in a compiler?
I don't think so. The compiler shouldn't even know what a killtarget is - it's entirely controlled by the QuakeC so in theory someone could completely change the field's meaning. Compilers are expected to be mainly mod-agnostic. And there may be some use case for a zero-length string vs a null string in other cases, so just blanket removing them for all fields might be unwise. Maybe some day a map hack will emerge which needs one...
Perhaps the case could be made for moving the protection to the map editor instead - so it's harder to get into this situation by accident. It would mean that if you're in a fringe situation where a zero-length string is needed you'd have to edit the text file by hand to get one, but my feeling is that it might be a rare enough requirement to justify that.
Hmmm - Maybe Throw A Compiler Warning?
#193 posted by Kinn on 2016/08/04 19:54:24
a compiler warning when you have a key with an empty or whitespace value could be useful
Alternate Direction
#194 posted by mjb on 2016/08/04 20:23:54
Currently using AD mod, because it has all same enemies I'm going to use anyway.
I think one of the core rules is to make sure the map is Quoth compatible. While you don't have to use additions from Quoth I think AD may handle some similar entities and funcs differently. For instance, I am fairly certain trigger_ladder is handled differently between the two mods.
Just be sure to test in Quoth while you are mapping to avoid unnecessary backtracking.
#195 posted by skacky on 2016/08/04 20:32:40
That and Quoth monsters and their AD counterparts are not 100% the same.
Empty Killtargets And Bad Or Useless Angles
#196 posted by Rick on 2016/08/04 20:48:21
A decent text editor is good for fixing these types of problems.
In One Hour...
#197 posted by ionous on 2016/08/04 22:32:07
https://www.twitch.tv/ionous
Thinking some early My Dying Bride.
@#194, #196
#198 posted by NewHouse on 2016/08/04 22:50:26
It is just a temporary solution why I'm using Ad mod. I know enemies in Quoth and AD aren't 100% same but has some kind of same features, if you know what I mean.
I try my best make it work on quoth, because it is required for this jam. If my bug really was that editor thought target(s) fields weren't empty really, I should open map file manually and fix it. I haven't done that earlier, but maybe it's not that hard.
Ruibcon Textures
#199 posted by mjb on 2016/08/04 23:06:12
Trying to look at the list of wads and I know speedy has some similar but is that wad available?
Breezeep's latest screenshot displays what I am referring to.
Thanks!
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