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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
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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? 
I Would Think So Because 
i've removed many ents from within their touch functions and never noticed a thing.
where is this rule from? 
Necros 
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... 
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 
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 
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 
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 
..? 
odd because i usually put item_* 0 units off the floor.

are you using worldcraft? maybe you need the fixed entities list thing. 
Gah! 
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 
I like your nickname 
Jago... 
... 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 
I use GYKRadiant. It just never occured to me that the entity file in radiant is well commented. 
PuLSar 
Thanks. 
Fgd File 
Is it safe to change the fgd file in worldraft when working on an almost done map? 
Well Yes. 
But if you're feeling insecure just take a backup of your old one before you replace it. (Or just make your Quake configuration in Worldcraft use the new fgd.) 
Ankh 
I do it constantly in Hammer with no ill effects, older versions of worldcraft may be different. 
BspEditor 
I have a problem.

I was trying to make a map for the 1000 brush pak and was therefore using the Dkte3.wad. However, after saving the unfinished map whenever I tried to load it, I got a 'Couldn't load wad file...' error, which crashes the editor.

By trial and error over several days I found that the map file was(still is) being saved with an empty line immediately following the line '//BSPFAVORITES0010'. On older maps, I notice that listed on the line should be the texture names of ten favourites e.g.
//BSPFAVORITES0010
//A_LAVA1;A_WATER1;A_WATER2A;ARCH01;ARCH02;ARCH04;ARCH05;ARCH1;ARCH1_B;ARCH1_R. I am assuming therefore, that the editor 'knows' that as the commented line says there are ten favourites, their names will be found on the following line, which will enable the editor to display said favourites in the textre window. On not finding them, it gives up the ghost.

Does anyone know what setting I may have inadvertantly changed? Has anyone seen a similar problem in other editors? Can anyone help?

It has taken so long to discover this that I have missed the 1000 Brush Map deadline. I now have to save my work less often, which for me means less compiling, and then edit the map file in TextPad before I can re-load it into the editor. Most frustrating and begining to wear a bit thin.

The editor was written by Yahn Bernier. 
I Don't Know 
the answer, but after inspecting some other maps made by BSP, the favorites line doesn't seem to require 10 items, they could be less.

I believe Tyrann is the expert on BSP here. I have the editor installed so I could see if I could reproduce the behaviour if you send me the map. 
Good Start AguirRe... 
Favourite/favorite: bloody hell!

At least I can now see the FavoUrite setting in Bsp.ini that I could not find before - our friends across the water use American whereas I stick to plain English!

What this has shown me is that regardless of the setting, Quake101.wad works fine as do plenty of other wads. Dkte3.wad appears to be the culprit: I have found several other wads that give the same problem.

What I cannot see at the moment is what the difference is to BspEditor as far as these two example wads goes.

The display of textures in the Favorites List is set in bsp.ini (show_favorites=1), and regardless of how it is set (along with 'numfav' to set how many textures to show), Dkte3.wad causes a blank line to be saved. This happens even if show_favorites=0 and numfav=0. Also, what is not clear is why, when these are set to zero, the map is still saved with
//BSPFAVORITES0001
//ADOOR01_2
It may be to do with the format of the commented lines: these lines are not needed for the building of the map but tell Bs[Editor things about how the editor itself is set-up.

So, concentrating on the wad files for a minute, I can see that Dkte3 has no * prefixed textures (no moving water, sky or lava), and only a few + prefixed textures when compared to quake101. Am I getting warm?

I will send aguirRe two simple maps showing the problem but don't let that stop anyone else coming up with the answer :-) 
Hmmm, 
you could open the wad up in Wally or TexMex, select the textures you intend to use and then add those to your basic Quake101 wad.

PS Sorry you missed the Pak. Wont be the same without you. 
Mike 
You're filling my mailbox! What are you sending me? 
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