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...
JPLambert
#2820 posted by Ankh on 2004/12/03 06:24:09
Thanks for answers
2. I understand, but I would like to know if it's acceptable to leave it like it is. I didn't observe any problems with sound during the game
4. Can monster walk without path_corner? That would be interesting to me.
Ankh
#2821 posted by JPL on 2004/12/03 07:10:08
2. You can leave it like it is, but you will have for sure some sound problems. For example, when I had this warnings, some teleporters, or exploding grenades, have no sounds... so the game loose a part of its functionality, and it dicrease its quality..
4. No no no, walking monsters cannot walk without path_corner items. I mean, that path_corner are perhaps not correctly placed: I don't know if I'm right, but for example in a "L like" corridor, you need at least 4 path_corner (1 at each end of the corridor, and 1 or 2 at the L angle... it depends if you want the monsters to turn back at the end, and return at it starting position, etc.. etc.). If you missed the L angle path_corners, monsters should try to path throught the wall from "end to end"...As far as walls are solid, it's obviously impossible, but I'm not sure of the way some engine work...
Well, this last problem seems to be tricky to solve, and maybe I don't have the good knowledges.... I was just trying to have some constructive idea in order to help you.
Ankh
#2822 posted by Kinn on 2004/12/03 08:21:07
If you get an error unique to one particular (obscure) custom engine - in this case 'ezquake' - don't worry about it, just don't use that engine. No-one around here will use a custom engine anyway if they can help it (with the exception of maybe FitzQuake, and a couple of others).
Kinn
#2823 posted by Jago on 2004/12/03 08:26:01
Define custom engine. I'd wage that the vast majority of people here would NOT be using vanilla gl/soft quake.
Everyone
#2824 posted by Mike Woodham on 2004/12/03 10:52:10
Thanks for your suggestions: I'll let you know what happens.
#2825 posted by - on 2004/12/03 11:06:02
Jago: Are you fucking retarded? The vast majority do. And those that don't are either morons or use FitzQuake.
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