Scampie
#2826 posted by Jago on 2004/12/03 11:19:18
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.
#2827 posted by - on 2004/12/03 13:54:31
oh, ugly 24 bit textures and blue lighting effects on lightning bolts are features?
Custom Engines
#2828 posted by Mike Woodham on 2004/12/03 15:15:39
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.
#2829 posted by necros on 2004/12/03 15:58:55
i have winxp pro and glquake works perfectly fine. all you have to do is delete the outdated opengl.dll file.
But...
#2830 posted by cyBeAr on 2004/12/03 16:12:42
glquake is uglyquake
No,
#2831 posted by necros on 2004/12/03 16:13:47
YOU are ugly.
Original Quake...
#2832 posted by Mike Woodham on 2004/12/03 16:42:28
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
#2833 posted by Kinn on 2004/12/03 16:43:17
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
#2834 posted by Vondur on 2004/12/03 18:07:13
in fitzquake at least, that door's trigger forces bridge to extend, and the other button is still red...
w3rd indeed
Kinn
#2835 posted by mwh on 2004/12/03 18:33:10
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
#2836 posted by aguirRe on 2004/12/03 18:36:47
Thanks
#2837 posted by Kinn on 2004/12/04 05:08:52
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?
I Would Think So Because
#2838 posted by necros on 2004/12/04 11:16:44
i've removed many ents from within their touch functions and never noticed a thing.
where is this rule from?
Necros
#2839 posted by Kinn on 2004/12/04 12:29:11
it happens a lot in triggers.qc; here's an extract from the multi_trigger() function:
// we can't just remove (self) here, because this is a touch function
// called wheil C code is looping through area links...
self.touch = SUB_Null;
self.nextthink = time + 0.1;
self.think = SUB_Remove;
Hm...
#2840 posted by necros on 2004/12/04 15:16:59
now that you quoted that, i do remember seeing that. i would assume it only applies to triggers since i've seen it done and have done it countless times on non trigger entities.
Necros
#2841 posted by Kinn on 2004/12/04 16:11:15
i would assume it only applies to triggers
Great, if we can definately confirm this, then I will be a happy camper ^_^
Item_spikes Oddity
#2842 posted by Jago on 2004/12/04 18:33:53
01:32:12 Jago : My map has 1 instance of item_spikes and it shows up ok
01:32:23 Jago : I try adding 1 more, it doesnt show up
01:32:37 Jago : I try moving it around the map, doesnt help
01:32:54 Jago : I try copying the existing and working entity and move it around, no good
01:33:00 Jago : WTF?
Figured It Out
#2843 posted by Jago on 2004/12/04 19:02:37
02:00:00 Jago : figured it out
02:00:43 Jago : apparenltly, item_spikes doesnt like being only 16 units above the floor
02:00:57 Jago : moving it up to 32 units above floor fixed it
02:02:28 Jago : weird that it works fine for item_shells
..?
#2844 posted by necros on 2004/12/04 23:39:26
odd because i usually put item_* 0 units off the floor.
are you using worldcraft? maybe you need the fixed entities list thing.
Gah!
#2845 posted by Kinn on 2004/12/05 07:25:47
Has anyone tried adding spawnflags to an entity in WorldCraft/Hammer beyond 2048? (i.e., 4096, 8192 and upwards).
It doesn't seem to want to store them (even though it has checkboxes for them).
Ankh
#2846 posted by PuLSaR on 2004/12/07 11:52:09
I like your nickname
Jago...
#2847 posted by distrans on 2004/12/07 20:05:13
... if you are using WC replace your existing quake.fgd with this http://www.planetquake.com/greyvoid/Quake.fgd
This will solve all sorts of problems
Distrans
#2848 posted by Jago on 2004/12/07 20:18:04
I use GYKRadiant. It just never occured to me that the entity file in radiant is well commented.
PuLSar
#2849 posted by Ankh on 2004/12/08 04:46:00
Thanks.
Fgd File
#2850 posted by Ankh on 2004/12/08 04:48:34
Is it safe to change the fgd file in worldraft when working on an almost done map?
|