News | Forum | People | FAQ | Links | Search | Register | Log in
Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
First | Previous | Next | Last
Bleh 
*you could specify a skybox made out of 6 flat-color panels. 
If You Can't Make A Skybox Thingie 
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 
a 256x128 sky texture where it's all one color will do what you want. 
Or... 
...you could get your head around Riot's Q1Rad program http://www.planetquake.com/fatty/default.asp?opinion=q1rad_usage 
Mike 
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 
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 
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 
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 
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 
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 
Define custom engine. I'd wage that the vast majority of people here would NOT be using vanilla gl/soft quake. 
Everyone 
Thanks for your suggestions: I'll let you know what happens. 
 
Jago: Are you fucking retarded? The vast majority do. And those that don't are either morons or use FitzQuake. 
Scampie 
In that case the vast majority *IS* fucking retarded because vanilla software- and glquake don't run all that well (and in many cases not at all) on modern hardware and operating systems and lack a shitload of features I and many other people take for granted. And there is more than 1 engine port worth using. 
 
oh, ugly 24 bit textures and blue lighting effects on lightning bolts are features? 
Custom Engines 
I use Fitzquake because I cannot use the original Quake engine with WinXP and I would not want go back to Win98 or earlier. I am surprised that so few(?) users are with WinXP: I accept that everyone else maybe Mac or Linux.

Has anyone got original Quake to work with WinXP? I am sure I have asked this before and got negative replies.

Mind you, I am deleriously happy with Fitzquake (until I have problems). I am also using aguirRe's GLQuake - I threw 46,000 clip nodes at it yesterday and it didn't bat an eyelid. 
Yeah. 
i have winxp pro and glquake works perfectly fine. all you have to do is delete the outdated opengl.dll file. 
But... 
glquake is uglyquake 
No, 
YOU are ugly. 
Original Quake... 
that came with the game will not run (after the later releases). GLQuake always had a horrible water-warp, but as I said, I have used aguirRe's GLQ. But I will stick to Fitzquake at present. 
A Humble Request 
You know the famous E2M2 bug, whereby if you shoot one button and then bunnyhop across the gap, the trigger inside the door will hang quake if you are on easy skill?

Well, this is a request for some hardcore engine coder dude to give me as detailed as possible an explanation as to what exactly is happening here, as this situation is rather relevant to what I am doing atm.

I know it may have been posted on this board before, but in the absence of a search function, I'm a bit clueless sadly. 
Kinn 
in fitzquake at least, that door's trigger forces bridge to extend, and the other button is still red...
w3rd indeed 
Kinn 
I think it's something like the trigger wakes up a fiend which isn't present on the map in skill 0. I've seen a detailed write up somewhere, but I can't find it :-( 
Kinn 
Thanks 
aguirRe, yes there's some helpful info in that link :)

I guess this is related to the QC "rule" that you shouldn't call remove() inside a touch function. What I don't get is why this rule is broken in several places in the QC, eg. in spike_touch(), remove(self) is called directly inside the function.

Is this effectively a "bug" in the original QC, or are there situations where remove() is legal to call inside a touch function? Is it only SOLID_TRIGGER entities that you're not allowed to remove() inside touch functions? 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.