@Whistle @Esrael
@Whistle. Thanks for help but I need the trains as a floor.
@Esrael- I'm using progs_dump and thought to find that in the function. Is it a spawnflag or a trigger_function?
Found It !!!
Finaly found it after reading the manual the third time. Ahh
It's the retrigger-spawnflag.
Will test it after the weekend.
Thanks again Whistle and Esrael for your help.
@GunSgtHighway
The pd_lava map has an example of the RETRIGGER spawnflag if you want to see it in action.
Does anyone know any good set of open source (CC0 or CC-BY) textures? I'm tired of using philipk's.
Sock Has Some
#20299 posted by mfx on 2019/09/01 02:51:01
Sound Info
#20300 posted by gillandro on 2019/09/01 21:59:37
I watched the video on entity properties but what i cant seem to find is a list of properties....i want to use an ambient thunder point entity in my map but not sure how to change the intensity of sound or frequency of its occurence thanks
that industrial set was awesome. thank you.
@dumptruck_ds
Thanks.
The retrigger works great!
I made an mini episode with seven platform jump & run levels and am now fixing some map problems.
One of them is realy tricky. Sometimes there are two trains rolling in the same position but I can't find the second one in the editor. Do you now a way to find that brush?
@dumptruck_ds Re:retrigger Double Brush
So Ichecked out the brushes and theres no second.
It seems that this's a bug.
When the startingpoint of a train and the retriggerpoint of another train are the same, the second train has a ghost on the second position.
@GunSgtHighway
#20304 posted by iw on 2019/09/04 14:36:41
I'm currently helping dumptruck_ds with some stuff for progs_dump. I've taken a look at the train code, and I'm not sure what would be causing that problem. =( Is there any chance I could take a look at the .map file that's exhibiting this bug? If I could, I might be able to work out what's going on.
@iw
Sure.
I'll check out the map size. Maybe I can mail it.
Hope that error was a failur of mine and not in the code.
@iw; Mapfiles
So heres the downloadlink to the map.
Hope all files are included.
http://www.quaketastic.com/files/tod/neonquakecopy.zip
@GunSgtHighway
#20307 posted by iw on 2019/09/05 00:00:42
OK, I think I can see what's happening. The "ghost" train that overlaps the big train at the start is the model of the big, final train that appears at the end.
This one isn't a progs bug. I believe what's happening here is that the map is hitting one of the engine limits, which is that the playable area of a map is +/-4096 units on each axis. It looks like the final train starts at a path_corner so far "north" on the Y axis that its model wraps around and gets displayed at the "south" of the map.
In fact, it isn't just the final train whose model gets wrapped around: the models of the last several trains that should be at the far north are visible in the void to the south of the map when the map starts (try noclipping through the wall behind the player start point to see).
If you're using QuakeSpasm or a derivative, you should be able to see the effect vanish if you enter "sv_protocol 999" at the console and load the map again. (QuakeSpasm defaults to Protocol 666; Protocol 999 is the newer, higher-limit protocol which allows larger maps.)
If you want the bug to go away for all players, regardless of protocol, I think you'll need to modify the map so that there's less distance between the entities that are farthest south and farthest north on the Y axis.
P.S. I liked the retro visuals. =)
@Wi
Big Thanks!
Glad to hear that the failer isn't in the progs. I thought on everything but not on the map limits. So i will move the party more southward to get it work.
Best wishes.
Ericw-tool Light "no Backend Available"
#20310 posted by beaucanard on 2019/09/11 13:06:46
Hello everyone,
I've set up a mapping environment under Arch Linux, using TrenchBroom + ericw-tools + quakespasm.
Everything works well, aside from the lighting. light is throwing a "no backend available" error at me, and my maps are always full-bright.
I made a small box with a single torch for testing. You can read the log here: https://pastebin.com/h0E8kfcm
Best regards.
#20311 posted by ericw on 2019/09/11 16:39:01
Try the linux build from https://github.com/ericwa/ericw-tools/releases (in case you got it from somewhere else?)
What kind of cpu do you have? The raytracing library (embree) requires sse2 so mid-2000s ish.
@ericw
#20312 posted by beaucanard on 2019/09/11 22:45:58
Hello ericw,
Thank you very much for answering my message.
Downloading the binaries from github fixed my issue. It turned out I only had the light, vis, and qbsp bianries and nothing else.
I thing I probably have downloaded the source and compiled everything myself.
This is fixed now. Thank you very much for your time!
Zerstorer Textures Copyrighted?
#20313 posted by Borax Man on 2019/09/28 13:20:44
I'm building a level which is using some textures from Zerstorer, that famous Quake mod. The WAD was available on Quaddicted, but I've noted the following in the text file that came with Zerstorer.
* This product is property and is copyrighted by Nihilism Unlimited.
* If this product appears on any medium/media without the consent of
Nihilism Unlimited, full legal action will be taken.
I note some textures were used in func map jam 3, which was a Zerstorer themed jam.
The question is, is it OK to use these textures? Obviously I want to respect the authors wishes, but this disclaimer is confusing, as it appears to discourage any copying!
It's fine to use them. It's been 20+ years and everybody from "Nihilism Unlimited", which I doubt was ever any proper legal entity, has since gotten jobs and careers (some of them are still at id).
#20315 posted by metlslime on 2019/09/28 18:52:13
seems like they don't want it distributed on a physical medium like CD-ROM
@Borax Man
A bit of historical perspective:
That warning came at a time when software publishers were downloading maps and mod archives from cdrom.com. They would package them and sell them in retail stores without permission.
Mappers and Modders started adding warning like these back in the Doom days.
Oh God I Remember That Crap
#20317 posted by Kinn on 2019/09/28 23:21:46
Yeah you could literally walk into a high street games retail outlet and buy one of those big cereal-box sized packages with a CD rattling around in it, with "3000 BRUTAL QUAKE LEVELS" written on it in a big red "rubber stamp" font, and 90% of them would be fullbright boxes with a rotfish stuck in the air, big walls tiled with the flashing button texture, and everything more than 10 feet away from you is a great big HOM.
SM202 Theme Confirmed There.
#20318 posted by Shambler on 2019/09/28 23:33:49
#20319 posted by Borax Man on 2019/10/02 12:12:28
I suspected that would be the case. Good.
I played jamx_bloodshot, which was quite excellent, a map in func_mapjam x.
One thing that appeared to happen after passing through the silver key door, was the player being teleported when they turned their back on the door. I have a few ideas for my level, but the only way I can implement them is to have a func_wall disappear when the player gets close to it. That I can do, but is there Quake C code which allows for a trigger to be fired when LOOKED at?
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