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!
JF!
#201 posted by mjb on 2016/08/04 23:54:22
Ah that's it thanks OTP!
Wasn't thinking of JF haha.
JF!
#202 posted by mjb on 2016/08/04 23:54:23
Ah that's it thanks OTP!
Wasn't thinking of JF haha.
Roll Call Thursday
#203 posted by ionous on 2016/08/05 05:00:13
It's that time again. I'll start:
http://www.quaketastic.com/files/Jam7/jam7_ionousF.jpg
5311 brushes. Half done maybe?
On this subject.
How are people feeling about next Thursday's deadline? Where are you guys at with your maps?
Lighting Test
#204 posted by Breezeep_ on 2016/08/05 05:16:47
http://i.imgur.com/ndEs9Lp.png
http://i.imgur.com/PTo4YWS.png
Not much progress on the rest of the map honestly, a deadline extension would be appreciated.
Extra Weekend Maybe?
#205 posted by NewHouse on 2016/08/05 12:15:36
3 main areas, 2 hallways almost done.
100% jam map would consist more something about:
2 main areas more, end area (teleport room) and lot more hallways and connections between these areas. I separated my progress into pieces week ago the same time I started having some issues with the mapping.
I can rush everything in time, but there will be less focus on unnesserary like ceiling and all extra detail - very pale looking map in some parts - if need to rush.
Progress So Far
#206 posted by NewHouse on 2016/08/05 12:21:40
Extension Would Be Fine
#207 posted by mjb on 2016/08/05 12:23:40
I want to participate but it is difficult to ahem "jam" a lot of mapping time all at once.
I am going to get a lot more done this weekend or at least hope to but I would totally be for an extension. I feel I could get the map finished either way but it would be more polished with an extended deadline.
I Think I Should Make The August 11 Deadline
#208 posted by skacky on 2016/08/05 15:04:01
@#208
#209 posted by NewHouse on 2016/08/05 15:35:20
Some of us might have sleepless nights, but being young means it doesn't kill us. Unless drinking too much red bull.
#210 posted by khreathor on 2016/08/05 15:57:18
I think I'll make it for deadline too, but more time = more detail on a map :)
#211 posted by NewHouse on 2016/08/05 16:29:49
Sometimes it is actually better without too much detail in everywhere*
#203
#212 posted by Cocerello on 2016/08/05 17:47:37
Interesting style you have there on texture combinations with brushwork, Ionous. You opened up lots of possibilities.
* Newhouse, your last file is missing for me.
Too Many Technical Difficulties
#213 posted by Qmaster on 2016/08/05 18:19:04
Argh, why didn't I just use tetragons everywhere and avoid the fuss. I think I'm going to have to bail.
Cocerello
#214 posted by NewHouse on 2016/08/05 20:23:40
About The Theme?
#215 posted by NewHouse on 2016/08/06 00:18:23
Does it really have to be just about water and pipes? Can pipes be used more artistically and put under stairs andgive some dramatic purple lighting?
Can water be more about some kind energy/plasma fuel power plant for example uses? Or does it have to be for swimming only?
#216 posted by Kinn on 2016/08/06 00:52:46
I'm sure it can be about anything as long as it's vaguely base textured.
Follow your dreams...
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