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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Necros' Compiling GUI Won't Run Map 
I'm trying to compile my map and I'm running into these errors:

The system cannot find the file specified.

And In the console in quake it says this:

========= Quake Initialized =========


Add-on server status:
25 add-ons available for download
1 add-on already installed

execing quake.rc
execing default.cfg
execing ironwail.cfg
couldn't exec autoexec.cfg
Couldn't spawn server maps/mymap.bsp
3 demo(s) in loop

I've checked the file paths and Im positive that there aren't any spaces that would mess up the compiling. The .bsp and .map for the map is in id1\maps. I don't know what to do PLEASE HELP!!!!! 
Paths 
There are five places in NecrosGUI where you enter paths. Check all of them because this is a path error.

One other thing to check is if you have a info_player_start in the map but that would be a different error. 
FIXED!!! THANK YOU!!! 
It was a path error. When I had extracted zip file for ericw tools it extracted as a folder within a folder with so the path looked like this:

D:\quakedev\tools\ericw-tools-v0.18.1-win64\ericw-tools-v0.18.1-win64\bin

All I had to do was take the folder out of the folder and delete the extra folder so path looks like this:

D:\quakedev\tools\ericw-tools-v0.18.1-win64\bin

Thank you!!!! 
Nice 
I am glad you solved it. There are some good reasons to use the built-in compiler in TrenchBroom as well. It takes a bit of setup which you can read about more here:

https://github.com/4LT/tb-compile-guide/blob/main/README.md

I personally use q1compile https://github.com/glhrmfrts/q1compile/releases

video here:https://youtu.be/IAhoxXGLce8?si=zEhZvMMaJQns01sm

Lots of options but at least you have it working now necros' GUI is still great! 
Ambient_level Where It's Not Supposed To 
What causes a map to have issues such as having the wind sound being heard underwater?

And what causes grenades to bounce off the sky? 
Dunno If It'll Help Anyone But 
I did some eyeballing and calculations...

Quake unit to meters is a factor of ~20

eg
1000 u = 50m 
Trigger Problem 
Not sure if I need to post here or on "Coding help", I hope it's ok in mapping help.
I have the following:
-1 trigger_counter with target "mdt", targetname "zt", count 3
-1 trigger_relay with target "ds13", targename "mdt", message "Door Unlocked", delay "2"
-3 monster_zombie, each one has target "zt"
-1 door with targetname "ds13", message "Lockdown"

This entire setup works, with some small (but very annoying) problems.
When I try to open the door, the message "Lockdown" is shown, that's perfect.
When I kill a zombie with my weapon (quad shotgun or rocket launcher for example), the message "Only x more to go..." appear.
When all 3 zombies are dead, "Sequence completed" is shown, then, after 2 seconds the message "Door Unlocked" appears and the door ds13 is opened.

My first problem is that if I kill the zombies with a machine (for example a func_door that will crush the zombie), the message "Only x more to go..." doesn't appear.
Even worse, in the end, when the last zombie is killed by crushing it, "Sequence completed" doesn't appear, and also "Door Unlocked" doesn't appear, but (this is nice) the door unlocks.
Why doesn't the messages appear, and what can I do?

The second problem - after the door is opened it stays opened, is there a way to make it close, but be "unlocked"? 
Spawning Triggers Solves Problems 
Hi RaverX. I'm going to tackle those in reverse order. To "unlock" your door, set it up as a door opened by a trigger_multiple. Then use the approach in https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/ to convert the trigger_multiple into one that spawns mid way through the map. Spawn the trigger when all the zombies are dead.

The issue you're having with trigger_counter is best understood by thinking about co-op. In that arena, trigger_counter messages are not broadcast to all players. Some of the time that's desirable: if the players are off in separate parts of the map, both counting down their own trigger_counter, displaying the other player's progress will just confuse matters. On the occasion where the two players are in the same area you might wish it was otherwise, but the design is locked in.

What that means is that the game needs some way to know which player did a particular thing, so that the counter messages can be delivered to just that player. Your problem is that the zombies aren't being killed by a player at all - because the machine killed the zombies, the message goes to the machine!

If you were really insistent that you must have the messages display, and you don't care about the effect on co-op, you could use the hack from earlier in the post to work around it. Create one spawnable trigger_once the size of your entire map for each zombie. Have each zombie death spawn one of the trigger_once entities, and make them target the trigger_counter. Each time a zombie dies, the trigger_once will be created, and the player will instantly touch it. The action that advanced the counter now comes directly from that player, so the message goes back to them.

It's a lot of trouble and pretty hacky, but it would work. If you did, there's a nice extra little flourish you could add. Give each trigger_once a slightly different delay like 0, 0.05, 0.1 etc, then simultaneous kills would be staggered on the trigger_counter, so you'd see each number pass by. 
Ok 
Thanks, Preach, at least now I understand the problem.

I don't like the approach with a huge trigger, but you gave me a few ideas. 
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