Electric Laser Beam
#2376 posted by JPL on 2004/08/16 04:39:19
Hello,
In post #2055, MadFox gives me an example of "electric laser beam" use: it was the same used to kill Chtom into last level of Q1 first episode. This link seems to be no longer avalaible today...
I would like to use an "electric laser beam" in my new map (to create some electric effects into a power zone), and I would like to have some information about the use of event_lightning entity, or a map example like MadFox gave me there were few months..
Is there somebody who can help me please ??
Thanks...
AguirRe
#2377 posted by Kinn on 2004/08/16 04:41:59
if Q1 detail can be done like in Q2, ie. not requiring any changes to the Q1 bsp format, then would it be possible to implement in your compile tools?
JPL
#2378 posted by Kinn on 2004/08/16 05:06:51
Well, if you're going down that road, you might want to consider using some custom QC - the Scourge of Amagon mission pack has some excellent lightning effects.
JPLambert
#2379 posted by VoreLord on 2004/08/16 05:13:53
I will send you a zip file which may be of help to you.
Kell
#2380 posted by aguirRe on 2004/08/16 05:23:47
Rvis now reached 96.6% in 111h with still 12 to go (not very likely) ...
The crash wasn't reproducable, and since AutoSave was active, I just restarted and it appears OK now. My HD sometimes act up and slightly corrupt read/write operations and it can cause these anomalies.
VoreLord
#2381 posted by JPL on 2004/08/16 05:34:01
I've just read your e-mail, and it seems that it is exactly what I was looking for...
Thank you very much...
Kinn
#2382 posted by aguirRe on 2004/08/16 05:34:18
I have actually investigated a bit into this issue recently. Unfortunately, it seems to require both qbsp and vis specific support (via a new prt file format) and adds quite a bit complexity to both tools.
Since it can't help any existing maps (you'd have to map explicitly for this format), I've decided against it for now.
Kinn 2
#2383 posted by aguirRe on 2004/08/16 06:23:08
Have you received my email reply as of today? All my accounts seems to refuse to send it to you for unknown reasons.
AguirRe
#2384 posted by Kinn on 2004/08/16 08:04:03
I haven't received it - hotmail tends to randomly bounce emails for no reason from time to time.
However, you can now send stuff to my original email address, as I have set up the account on my crappy computer.
Good
#2385 posted by aguirRe on 2004/08/16 08:58:49
I've now managed to send [at least] one to each address, let's hope you get one of them.
Btw, I haven't been able to reproduce the abort you mentioned, no matter what I do.
I've uploaded yet a bit newer variant of WQ 1.22 to the same address as before. Please see if you still can reproduce the abort.
Mail Sent
#2386 posted by Kinn on 2004/08/16 09:24:00
I'll have a gander at the new WQ 1.22 :)
Guys
#2387 posted by inertia on 2004/08/17 13:51:43
q1 is dead, as this board proves :\/
Q1 Is Dead?
#2388 posted by VoreLord on 2004/08/18 02:48:14
There isn't even a game called "q1", or "Quake 1" for that matter, There is however, games called "Quake", "Quake II", and "Quake III Arena", (plus mission packs of course".
All of which are still showing signs of life, As this board proves
#2389 posted by truskoski on 2004/08/18 06:23:03
wasnt quake2 a game on its own that had nothing to do with quake1? i remember reading the planetquake fuck and they said something like this. and if its true, i wish they had named it differntly.
hell yes
Kinn
#2390 posted by aguirRe on 2004/08/18 08:54:26
You wrote above "Mail Sent", should I assume that you really meant "Mail Received" and that you haven't yet replied to me?
AguirRe
#2391 posted by Kinn on 2004/08/18 09:38:55
No, i did send an email on the 16th, but i'll resend :)
Re: <blank>
#2392 posted by R.P.G. on 2004/08/18 10:01:59
wasnt quake2 a game on its own that had nothing to do with quake1? i remember reading the planetquake fuck and they said something like this. and if its true, i wish they had named it differntly.
I seem to recall some id guy saying in a .plan that they originally wanted to name it "Wor", but that may have violated someone's trademark so they went with "Quake II". I couldn't find the original .plan though, so I have no source to back up my assertion.
RPG
#2393 posted by Kell on 2004/08/18 12:23:17
you have no source to back up your ass
Kell
#2394 posted by aguirRe on 2004/08/18 15:20:12
Fullvis of terrain map is finally done after almost 161 hours. Your original estimation of one week was pretty accurate. Now we at least have a reference for improvements.
AguiRe
#2395 posted by Kell on 2004/08/18 15:24:09
Excellent. Thanks :)
How's the framrate now it's vised...? ( dare I ask )
Aguire
is there anyway you could add these features to your glquake version?
1- gl_clear defaulting to 1, with same grey void color (or at least ability to change it?)
2- in noclip mode, having flymode movement instead of just walking on the plane you are on when you issue the 'noclip' command.
I only ask because most of these I use in fitzquake to debug/leakhunt maps in development, but as I'm working on sm82 its huge visdata crashes most all other engines, so I have been using your glquake.
I've also always thought it would be cool if there was a command that flew the player through the path of the pointfile in order to better hunt down leaks, etc.
Anyways, just some ideas.
Kell
#2397 posted by aguirRe on 2004/08/18 16:21:25
This is an extract from the vis.log:
average leafs visible: 819
max leafs visible: 2198 near (1792 -538 1120)
c_chains: 2193464855
visdatasize: 483 kb compressed from 807 kb
Session time : 160h 44m
Fps depends on the player's system, I didn't have any problems even before vis. What's maybe more interesting is to use the r_draworder cvar of WinQuake to see how far the engine see, especially over rocks. It appears to me that pulling down sky should help in this map.
Ray
#2398 posted by aguirRe on 2004/08/18 16:38:42
You can change the value of cvars in your cfg files at startup (or use a key to set god/notarget/gl_clear etc), I can't see any obvious reason to change the default.
Adding r_clearcolor cvar like WinQuake I can look into (if it's reasonably easy to implement). I actually prefer the bright red; I haven't found any better for leak/HOM hunting.
The noclip behaviour is absolutely my preference, I never liked the Q2 variant. Again, I can see if it's easy to add this alternative (like FQ).
Auto-flying through leak trail sounds a bit esoteric ...
Thanks for the suggestions.
Aguire:
#2399 posted by Jago on 2004/08/18 17:21:51
"The noclip behaviour is absolutely my preference, I never liked the Q2 variant."
You like being stuck at the same height when noclipping? Why?
Notray:
#2400 posted by necros on 2004/08/18 17:22:27
if you use gtkr, you can just load the .pts file as a .lin file in the editor to fix leaks.
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