Jug.wad
#20795 posted by anonymous user on 2022/01/17 05:55:47
Anyone know where jug.wad came from? It says the file was created on 10/18/1999. I can't find any information about it but I want to use its textures. It has a uniquely 90s techno-factory feel that reminds me of System Shock.
#20796 posted by erc on 2022/01/17 07:47:05
Those textures may be from the unofficial Quake II add-on, Juggernaut. Have a look around for some screenshots and gameplay videos, to see if those are the same ones.
https://www.mobygames.com/game/juggernaut-the-new-story-for-quake-ii
#20797 posted by anonymous user on 2022/01/17 08:57:11
That was it. Thank you.
#20798 posted by anonymous user on 2022/01/18 22:55:50
There doesn't happen to be a Halo mod hidden in the annals of the past, is there? I ask because I think the halo enemies would make sick quake enemies.
Breakable Planks?
#20801 posted by vodsel on 2022/02/05 20:32:00
I did a search for a variety of terms, but this was a hard question to search. Is there a way to create breakable brushes, like boards that break when smacked with a melee attack? To be honest I can't remember this in any vanilla quake level but I think I've seen it in quake somewhere...
Kinda Broken
#20802 posted by Preach on 2022/02/05 22:50:54
You can make an brush destructible so that after it takes a certain amount of damage it disappears. It's not very visually satisfying but it's functional. You might have been looking for visible feedback when the object is broken, like little broken chunks to spawn. This is added in lots of mods (including mapping mods like Quoth/AD etc) but it isn't possible in unmodified Quake.
If the very basic disappearing object is good enough, there are two options. The classic approach is to make the plank into a func_wall, create a trigger_once around the plank, then give the trigger a health value and set it to killtarget the func_wall.
It's possible to use a map hack instead, where you set a health value directly on the func_wall, then give it a suitable th_die function. This is especially helpful for creating breakable objects with non-rectangular shapes. If this approach is particularly interesting I can fill the details into the outline.
Vodsel
#20803 posted by metlslime on 2022/02/05 22:52:08
most big mods have a func_breakable entity. (for example: rubicon2, RRP, alkaline, AD, quoth.) However, vanilla id1 does not support the feature.
In Vanilla
#20804 posted by RickyT33 on 2022/02/06 13:12:54
You can make an object into a trigger_button, set the button speed to 999999 (so it disappears as soon as you shoot it), give it a negative "lip", so it completely disappears when shot. Then you can make a point entity of the type "info_notnull", and give it the key "use" with the value "OgreGrenadeExplode", and a "targetname" that matches the button's "target". This will cause an explosion effect when you shoot the button. You can even make some debris, but it won't be animated. You can make a pile of debris into a door, give the door a negative lip, flag it to be toggleable and flag it to start open (and set the "don't link" flag too). Set the speed to be super high, and give it the same 'targetname' as the explosion, so now when you shoot or hit the button, there will be an explosion, and the debris will appear.
Thanks!
#20805 posted by vodsel on 2022/02/06 18:39:53
i'll give some of these a try.
Vodsel
progs_dump has 2 types of breakables. One is really easy and features 32 commonly textures found in Quake and the other allows you to use any texture you need with a bit more set up.
Also we have func_fall2 that allows you to create spinning debris and similar brushes. None of the func fall stuff is intuitive but I have a sample map in the devkit that displays how it's done.
You can see all this on pages 55 and 61 here:
http://www.quaketastic.com/files/single_player/mods/progs_dump_manual_200.pdf
and more info here: https://www.celephais.net/board/view_thread.php?id=62007&start=0&end=0#0
and this video covers both entities and much more
https://youtu.be/gTbkLP3B2FE
Misc_model As Func_train In Progs_dump 2.0 ?
Does someone know a way to move misc_models like a func_train? I tried it with path_corner and path_rotate but it doesn't work. Maybe I've done something wrong. Want to create some Monsters walking like ghosts in the background.
#20809 posted by metlslime on 2022/02/24 23:07:53
Not sure, but one hack would be to make an invisible train (using skip texture, or setting alpha -1) and placing the monster on top of that train.
Invisible_train
Nope. Doesn't work. Seems this entity wasn't made for trains.
My Presumed Hack
#20811 posted by madfox on 2022/02/25 15:51:41
If a static entity has a walk frame, it is possible to use the frames on a position, so that they walk away from the origin.
Placing the same static entity as info_null, it will look as if it it walking from its start position.
It needs some correction in the mdl file for the walk pose, which can be done in an editor. But as the monster isn't used in game it won't matter.
@GunSgtHighway
#20812 posted by metlslime on 2022/02/25 19:05:00
Maybe instead of using misc_model, you could use a real monster but use map hacks to make it non responsive. That should make it ride the train.
On the other hand, the feature to have misc_models ride trains and plats seems generally useful, so maybe dumptruck_ds should add that. (Maybe a spawnflag on the entity to make it use physics?)
GunSgt
Version 3 of progs_dump has a way to do what you want I think.
The new entity misc_modeltrain allows you to animate a model and change the frames at path corners. It's pretty sweet. Shoot me an email and I can probably do a build for you. We've delayed the next release by a few months but this function already works. Here's the FGD entries so you can take a sneak peak.
@madfox, Metlslime, Dumptruck_ds
Thanks for your help.
The hack and the real monster will not work for me because it should walk overhead and turn on path_corners. But big thanks anyway for your interesting ideas.
The progs_dump 3 sound realy good and maybe they will do the effect on to the map, that I thought of.
I'm looking forward to post some screen shoots totday of my project and the map where I want to place this function.
Oops
I forgot to add above what metlslime suggested above is in version 3 already. misc_model now has spawnflags for solidity and physics. And a bunch of new animation options.
spawnflags(flags) =
[
1: "Gravity" : 0
2: "Solid" : 0
4: "Back and forth" : 0
8: "Only once" : 0
16: "Play count times" : 0
]
Wow
That sounds realy interesting. Looking forward to see this in action.
.map Files
#20818 posted by Muboo on 2022/03/19 11:59:55
If I make a map using TB I can export and edit it in Jack, but can't do the opposite. Why?
Muboo
First, did you export the map from Jack as a .map file?
If so, you might be using an older version of TB that defaults to opening non-Valve 220 formatted maps. If this is the case, just switch the dropdown from Standard to Valve when opening it in TB.
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