 Try Placing An Agre
#2795 posted by Zwiffle on 2004/12/01 10:25:04
over the bars and see if it works then or not.
#2796 posted by - on 2004/12/01 13:37:49
That's due to a bug in the monster AI... You can attempt to place a clip over those bars, may even that may not work... I know last time someone had this issue, the best solution was to place monster jumps at either end that just so slightly hopped them onto them. Still not a perfect solution, but may work with some experimentation.
Otherwise, you may have to bite the bullet and remove the bars, making a flat bridge for them to walk over.
 I Had A Similar Problem...
#2797 posted by Mike Woodham on 2004/12/01 13:51:28
...and used a single clip brush that was one unit taller than the offending brushes. The clip brush is invisible to the player and the one unit difference is not noticable as a 'step' during play. The monsters happily walked on the clip brush.
That may help in this case.
 Ankh
#2798 posted by Kinn on 2004/12/01 13:55:23
Line traces used in the walkmonster movement code are done in hull0, rather than the correct hull for the monster's bbox. Therefore, a monster attempting to navigate "broken ground" thinks he's a point object and therefore won't attempt to pass over small gaps in the geometry, that would otherwise be filled in the larger hulls. Placing clip brushes will have no effect sadly.
You could place an invisible, but solid bmodel in the gaps, and monsters will "see" it as solid, but it will block everything, including gibs and missiles, so that may not be the ideal solution.
 Mike
#2799 posted by Kinn on 2004/12/01 13:59:22
oh if that's the case, I stand corrected ^_^
 Bars
#2800 posted by Kell on 2004/12/01 16:06:03
Another suggestion would be to alter the design from bars to a grill, like the one in dm1 near the YA alcove. The monsters will still wander slightly erratically but they should be able to navigate down the length of the longitudinal brushes.
 Kinn (and Ankh)
#2801 posted by Mike Woodham on 2004/12/01 16:49:45
No, you're right. A clip-brush does not solve this particular problem. I am confusing things with my use of a one unit clearance in another problem. It should be mirror, signal, manouvre; not manouvre, signal, mirror :-)
Sorry Ankh.
 Linkdoors Problem (Q1)
#2802 posted by Scragbait on 2004/12/01 19:10:04
Here's my problem:
- In my map is a section with three doors. Each door has 4 pieces - like a plus sign and each of the 4 pieces moves away from the center when triggered. The first door works fine and is triggered by a trigger_multiple. The second and third doors work fine if they only consist of 2 pieces. I button triggered them for testing as I first suspected the trigger_multiples used before. When I make the other doors 4 pieces, Quake (FitzQuake) fails to load the map and displays info and declares a program error. Here are the main comments:
Program Error (map doesn't load)
Object error in Linkdoors
Cross Connected Doors
What really confuses me is that the second and third doors are duplicates of the first door with thier names changed. They work with two but not 4 bars. The first door works fine with 4 bars.
Any clues?
I can provide a small map file upon request.
#2803 posted by Kell on 2004/12/01 19:25:26
cross-connected doors means you have the doors triggering each other as well as being triggerd by another entity.
Enable the 'Do Not Link' spawnflag.
 Thanks Kell!
#2804 posted by Scragbait on 2004/12/01 19:46:05
That was a fast reply and accurate.
Problem fixed - thanks.
 Coordinates
#2805 posted by Ankh on 2004/12/02 07:43:42
Is it possible to determine coordinates of the place where you are while playing a Q1 map?
 A Hackey Way
#2806 posted by czg on 2004/12/02 07:53:23
Try typing edict # on the console, and replace the # with a number. It will print out info about that specific edict (entity) in the map.
Edict 0 should be the world, edict 1 should be the first link in the bodyqueue, and so on, so if you continue increasing the number you should eventually stumble across the player edict/entity (it should be around 8 or 9 or so iirc).
In the printout from the player entity, there should be a line "origin" that contains, (duh,) the origin of the player at that time.
There's also a field "angles" (I think) where you can read the view angles of the player, in case you need that for setting up an info_intermission or something.
(Of course, the most practical solution would be to make a tiny adjustment to the qc, so you could make, say, impulse 167 print out the origin of the player to console.)
 Qdqstats Does That
#2807 posted by mwh on 2004/12/02 08:05:34
(Of course, the most practical solution would be to make a tiny adjustment to the qc, so you could make, say, impulse 167 print out the origin of the player to console.)
Excepts it's impulse 99, I think.
 Ankh
#2808 posted by Kinn on 2004/12/02 08:07:16
The Hipnotic progs.dat has an impulse command that dumps the player coordinates to the console. I can't check what it is though, as I'm at work atm.
 Ankh
#2809 posted by Vondur on 2004/12/02 08:34:02
use fitzquake
type 'viewepos' at the console
and you'll get your current coordinates
also, you can get coordinates of the point you look at, type 'tracepos'
 Thanks
#2810 posted by Ankh on 2004/12/02 09:15:47
I will check the qdqstats solution first.
Also I have used Kells suggestion to change the design from bars to grill to enable monster walk over it. Looks a bit strange how monsters search for the way on the grill, but at least they get thru (it takes some time however).
 Sky Brushes
#2811 posted by Mike Woodham on 2004/12/02 16:59:05
I want to use _sunlight, _sun_mangle etc to light the map but do not want the player to see normal sky.
Is it possible to have a static sky texture e.g. use a rock texture aptly renamed sky?
Is it possible to have a skybrush with no visible texture?
 Mike
#2812 posted by Kell on 2004/12/02 20:46:46
I'll assume you're talking Q1.
No, by naming a texture sky it must then conform to Q1's texture nomenclature ( see metl's page which details all of these ). A Q1 sky texture must be 256x128 and the two square halves will be parallaxed against each other as usual. Failure to conform to this structure will result in erros, though I don't know exactly what and where ( wad editor, map editor, compiler, engine, console? ).
If run in a custom engine that suports skyboxes e.g. FitzQuake or Dark Places, you could specify a skybox out of 6 flat-color panels.
That's about the best I can suggest :/
 Bleh
#2813 posted by Kell on 2004/12/02 20:48:05
*you could specify a skybox made out of 6 flat-color panels.
 If You Can't Make A Skybox Thingie
#2814 posted by Zwiffle on 2004/12/02 23:08:38
You could try putting a skybox over the area you want, then fill over that with whatever brushwork you want, make it a func_door or something with no sound/movement/never triggers. That might result in what you want, if I understand your dilemma correctly.
 If You Just Want A Solid-color Sky
#2815 posted by metlslime on 2004/12/02 23:44:34
a 256x128 sky texture where it's all one color will do what you want.
 Or...
#2816 posted by distrans on 2004/12/03 00:36:47
 Mike
#2817 posted by aguirRe on 2004/12/03 03:51:03
It's a bit odd request, but try experimenting with skybrushes that have solid textures on the faces you don't want to have the sky texture, i.e. "mixed face contents" brushes.
There are several maps with such "corrupt" skybrushes which cast sunlight although they look like solids.
You'll then also probably get the behaviour that you can fire a rocket right through the brush as if it was sky.
However, I don't really recommend this since the behaviour might differ in different tools/engines.
 Some Problems With My Map
#2818 posted by Ankh on 2004/12/03 05:51:10
I have some small (I hope) problems with my map:
1. Message "Name is not a field" when I load the map in quake.
Do I have to correct this? How?
2. Several messages "Total_channels = Max_channels" at level start
When I remove any wall torch the number of messages decreases by one. Is it acceptable to have this problem in a map?
3. Map doesn't load in Ezquake.
But it loads in winquake, glquake, fitzquake and joequake. The problem with ezquake is: "Host_Error: SV.NUM_SIGNON BUFFERS== MAX_SIGNON_BUFFERS-1"
4. Several messages WALKMONSTER IN WALL in some engines.
But not in winquake or glquake. There isn't any monster stuck in wall in the whole level - I know it. There are some ogres placed close to walls which cause the message, but they move and behave normally. Maybe this causes the problem with ezquake.
What is your opinion about all this?
 Ankh
#2819 posted by JPL on 2004/12/03 06:16:45
1. It seems that you try to add a filed named Name into the map. I think you should change it to message or something like this...
2. I already add this problems. Just take a llok at post 261, 266, 1804, 1817 and after... Globally you have too much sound sources in your map. (torch are light and sound source as well !) and Max_channel is 8 in Quake..
3. Sorry I can't help you here...
4. This problem is really weird, but sems to come from the fact monsters are really too much closer of the walls.... hhmmmm perhaps you have also walking monsters without path_corner, and the engine try to make them walk throught the walls, which generates this problems... Otherwize don't use Ezquake.. this engine seems to suck...
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