#22399 posted by Vondur on 2013/03/13 22:53:15
who are you?
#22400 posted by Vondur on 2013/03/13 22:56:33
who are you?
#22401 posted by metlslime on 2013/03/14 00:33:01
unflagging vondur's spam post because i think there is some penalty for accounts or IP addresses that have spam posts linked to them, can't remember exactly...
I guess i need to fix this double post but that just cropped up. I thought it was fixed like 10 years ago.
#22402 posted by deqer on 2013/03/14 01:38:53
Not sure. To me, it doesn't look like a double post, because the dates are quite different. Also, I noticed his first post and it was only 1 post. Several minutes later, it's a second one now.
It Happens On Refresh
#22403 posted by SleepwalkR on 2013/03/14 07:08:16
Hence the time difference.
Yea
#22404 posted by Vondur on 2013/03/14 08:34:31
i refreshed and it doubled. slime, add ajax tech here so we don't need to refresh ;)
#22405 posted by Spiney on 2013/03/14 11:44:50
Lol, I really made an ass of myself with the refresh thing last week :P
Hello Deqer
#22406 posted by Shambler on 2013/03/14 12:27:39
I watched (well, tried to watch) the Youtube videss of your Q3A mod/map: http://www.youtube.com/watch?v=lRW3XKfTnHI
It looks really, really bad. Box rooms with box room bot battles. I'm surprised this was released this decade.
#22407 posted by deqer on 2013/03/14 13:01:51
Shambler, I intentionally built it that way.
In old megaman games, you fight against bot in box room. Yes? Well, that's what I tried to follow with this map.
I'm sorry the boxiness bothers you.
Refresh / Double Post.
#22408 posted by deqer on 2013/03/14 13:04:14
Actually, you can do without ajax. Ajax is nice, but if you want an easier solution, then just add another server-side redirect after a submit action, to the previous page the user was on or whatever. This will prevent the browser from popping up the prompt to Resubmit/Continue.
Christ.
#22409 posted by Shambler on 2013/03/14 13:30:49
I've been out-trolled.
GG.
Deqer:
#22410 posted by metlslime on 2013/03/14 20:12:37
that's how it's been implemented for a long time. Chrome obviously does something clever to remember the last navigation action the user initiated, thereby ignoring redirects in between.
Question(s):
#22411 posted by quaketree on 2013/03/15 05:47:44
I'm working on tidying up (and it seems commenting verbosely) my .FGD file for WC 3.3 using Tyranns new utilities with the CZG .FGD that came with Quake Adapter. I've been meaning to do that but never seemed to find the time and it's one of the small annoyances that kept me from playing around with mapping.
I searched both the mapping and coding threads using fgd as a search term but almost all of the related links there were dead so I'm trying to piece together a current .fgd that has all of the vanilla Quake entities (and at least the new entities and flags that Tyranns tools can use) using what I can find online and I keep hitting dead links.
Question #1: Can someone who can read that arcane crap look at it (when it's done) and see if I made any obvious errors either in syntax or code. I'm intentionally making it easy to read and pick out the comments from the code so there is that.
Question #2: When it's done can someone (or someones) give it a test drive on their maps to make sure that it works?
Question #3: Is a heavily commented .FGD (essentially giving examples of how to implement entities) a good idea in the first place?
Question #4: Is anyone interested in hosting such a file? All of the links here on F_M are borked because PQ is now gone.
A lot of it is\will be a straight copy-pasta from CZG's .FGD (and credit will be given of course) which should make it viable from that standpoint, but that one is missing some key entities like trigger_counter and so on (or at least my copy of it is) and comments on usage are pretty much nil.
You can answer here or email me at zombie.dot.abe.dot.vigoda over at gmail (which has both a dot and a com after it amazingly enough). Please keep the transsexual donkey porn to a minimum. If it's not a tranny on a donkey then I ain't interested. (Rule 34 tells me I probably shouldn't have said that).
Use The One From TrenchBroom For Now
#22412 posted by negke on 2013/03/15 09:23:46
It's a slightly updated version of czg's and it even has a func_detail entry, although commented out by default.
Yeah
#22413 posted by SleepwalkR on 2013/03/15 10:14:30
However, TrenchBroom's FGDs contain additional information for loading the models. Just delete every occurence of model(...) that you encounter and the file should load in other editors.
On top of that, you can use TrenchBroom to check the syntax of your file. It will at least print an error message with a line number if it fails to parse an FGD.
I Think...
#22414 posted by quaketree on 2013/03/15 11:56:32
that you are missing the point of what I was saying.
I was not only asking if an up to date .fgd was needed or wanted but also if anyone would be interested in one that was heavily commented with the basics and a bit more in regard to the usage of entities (not unlike what .ent's have but even more detailed). The main goal behind that was to also make it easier to answer questions that are not always easily answered by a simple Google search nowadays. I was reminded of this recently when I was searching through this forum and came across a huge amount of dead links from just a few years ago. Then my continued search for an answer on the internet was cluttered to say the least. I really don't want to know more about geology and earthquakes.
I think that this is potentially a huge loss of institutional knowledge to potential future mappers that might get swamped by an internet search with unrelated results. I know, as a person who used to know this stuff fairly well, that I'm having difficulty remembering some Quake specific stuff regarding entities (hey I'm getting old, I get it!).
I can shoot you an incomplete version if you want to see it to get an idea of what I'm talking about if you would like. It's still in it's nascent stage but the format is plain to see.
Sure
#22415 posted by rj on 2013/03/15 12:01:16
i can give it a look if you want
I Should Add..
#22416 posted by quaketree on 2013/03/15 12:09:49
that a final version will probably have blocks of tool specific entity definitions for people that have developed bsp, light and\or vis compilers that are commented out but can be easily incorporated by removing the "//".
The instructions in the header would tell someone what to do about that or even possibly a few separate individual .fgd's could be done. I don't know and that's too far in the future at this point to say.
What I'm trying to make in the end is an all in one solution that is coherent across several platforms and skill levels.
RJ
#22417 posted by quaketree on 2013/03/15 12:12:41
zombie.abe.vigoda at google mail. I will attach what I have now back to you. It's still in a .txt form.
RJ
#22418 posted by quaketree on 2013/03/15 12:30:00
Sent you a .fgd copy at your profile email.
Quaketree
#22419 posted by SleepwalkR on 2013/03/15 12:31:25
If you will include these additional infos in the description strings of the entities / properties, then TB will display them (well, TB 1.2 will). That would be pretty cool and it would surely help new mappers.
I think if you just add these descriptions as comments to the file, then it's less useful as the mapper will have to open the file in a text editor and search around for the info.
SleepwalkR
#22420 posted by quaketree on 2013/03/15 12:58:01
As I mentioned some of the comments are very... shall I say, verbose and my initial goal was to make it for WC 3.3 users using a specific tool set. As you know I'm not currently able to use TB (to my regret) so I wouldn't even know how to incorporate and test them as a string nor (more importantly) how small that string may need to be.
I am thinking that some sort of Quake editing manual might be better (and to be honest my nick here is based upon my thinking of that way back when, god dammit I'm getting old) using TreePad as the reader. I have a licensed copy of the pro version so making or changing it won't really be a problem. Perhaps you could take a look at it (the reader is free and small in it's footprint but easily searchable) and let me know if you think that it's worth the effort.
Google "treepad" and take a look.
Quaketree
#22421 posted by SleepwalkR on 2013/03/15 13:00:52
Well, I think the best option for this kind of documentation is a public wiki. I'd be more than happy to set one up, or even better we could use the Quaddicted wiki.
Wiki
#22422 posted by quaketree on 2013/03/15 13:12:34
I agree, however a wiki is by default internet based which may or may not be available to everyone. I was thinking of a local solution with basic knowledge for using entities in general as well as some examples of usage. (Perhaps adding in general mapping tips regarding brush usage and so forth). Searching even this forum (which IMO is probably the best source available right now for Quake editing) can be spotty at times and downright frustrating when it comes to old (and dead) links.
Wiki
#22423 posted by SleepwalkR on 2013/03/15 14:22:58
I don't think that offline availability outweighs the benefits of a wiki, though.
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