Ill Look For Creators
#2882 posted by Drugod on 2020/09/17 14:40:56
I have found their names and emails, ill try to find them and ask for it, thanks again
Changing Default Player Sounds
#2883 posted by DecemberDecay on 2020/09/18 08:02:17
Hello, I'm trying to change player death sounds in my map, how is it possible to do?
The Sound Of Death
#2884 posted by Preach on 2020/09/18 08:41:47
I'm afraid you'd need to create a mod to do that, you can't controls those sounds just from the map.
However, the mod would be very modest. You could either write a QuakeC mod which just involves changing the path from the old sound to the new one in a handful of places. Or your mod could be entirely free of QuakeC, and just have the new sounds saved in your mod folder with the same filenames as the existing sounds have in pak0.pak.
Second Option
#2885 posted by DecemberDecay on 2020/09/18 09:40:13
So, I need to create "sound" folder in my mod directory and put there the new sounds? And that will override default path in the .pak files from id1?
Correct
#2886 posted by Preach on 2020/09/18 10:46:56
That's right. The priority for loading resources goes:
1. pak files in the mod directory - highest numbered file being highest priority
2. loose files in the mod directory
3. pak files in id1 - again from highest to lowest number
4. loose files in the id1 directory
Bear in mind that the existing sound files will be in a subdirectory under "sound" - I think death sounds are in "player" but would be best if you checked that in pak0.pak.
It Worked!
#2887 posted by DecemberDecay on 2020/09/18 11:41:15
Thahnk you very much!
Tested it, you need to put sounds with respective filenames in sound/player directory.
Hi! A Question
#2888 posted by drugod on 2020/09/20 02:28:56
Im trying to compile a map for Hexen II, its the same compiler than quake 1? Which must use for Hexen 2 and where can find it?
Thanks a lot
Hexen Has Its Own Compiler
#2889 posted by madfox on 2020/09/20 03:09:12
Thanks @madfox
#2890 posted by drugod on 2020/09/20 03:47:02
Hi Madfox, thanks for the support
Ok i have try it with the "compiling gui" but seems it doesnt works...
"Copying Files...
1 archivo(s) copiado(s).
Converting map...
--------------QBSP--------------
outputfile: rites.bsp
************ ERROR ************
parsing brush
Press any key to continue . . ."
Needs a special line commands parameters?
Thanks again!
Also With Other Compiler...
#2891 posted by drugod on 2020/09/20 04:10:01
i got this error:
"Converting map...
--------------QBSP--------------
---- qbsp ----
Project directory: C:\Users\agonagui\Desktop\Temp\Cosas\Hexen2_Dev\Working\
outputfile: rites.bsp
WARNING: brush plane with no normal
*** ERROR: ***
num_entities == MAX_MAP_ENTITIES"
its weird, due this map the same on quake engine works fine but ported to hexen 2 have this issue
any idea? thanks?
Sorry I Mean "any Idea? Thanks!"
#2892 posted by drugod on 2020/09/20 04:11:54
lol my mistake hehe
Not Sure
#2893 posted by madfox on 2020/09/20 04:50:44
I once worked with hexen maps, but I used them in the Quark editor. It has a hexen2 input in a way that is easier to work with. After making the right setup it shows which errors are made.
Parsing brush could mean you are not on grid, or that two brushes are overlapping. Also there can be a leak warning. Fact is that when something is wrong the compiler starts giving messages that can be irrilevant.
Max_map_entities for instance means you are using more than 640 en (lights, func and monsters) which I can't imagine.
My idea would be: try Quark 64. I know it is not the best editor there is, but it is one that gives you an entry to hexen2. Use the hexen compiler in the setup and see for yourselve. You'll find out that a hexen map uses another format for entities, because you can't use a quake map layout as a start for a hexem2 map without changing specefic flags that quake uses.
Again, Quark has the specific flags already embedded in the hexen setup.
Quark64
#2894 posted by madfox on 2020/09/20 05:03:49
Very Grateful For Your Extended Answer
#2895 posted by Drugod on 2020/09/20 11:02:41
Hi madfox, thanks a lot, ill check all that you commented, hope it can works, the problem is that i have made initiallly the mod for quake and seems have problems to convert it to hexen
Then
#2896 posted by madfox on 2020/09/20 15:21:31
You'll need to explore the hexen2 code.
Not an easy task, as it took me a long time to understand quake.qc only.
I'll Do It
#2897 posted by drugod on 2020/09/20 18:17:23
Thanks!
#2898 posted by ws on 2020/09/28 09:52:04
Drugod, you should still give ericw's compilers a try. They work if you add the -hexen2 argument to qbsp. Theyre better than the original compilers cause theres a lot more useful lighting options like sunlight, bounce, wait, delay, etc. Also you dont have to use Quark, Trenchbroom works perfectly fine with the game.
Enemies Only Getting Hurt/killed By Certain Weapons
#2899 posted by tddgst on 2020/09/28 23:37:53
I had an idea where certain enemies could only be killed by specific weapons, but I don't know where I'd look to get that implimented. I somewhat have an idea on how (having the monster check for a classname, then applying damage/killing it if matches), but I don't know the where.
Like let's say I want the Ogre to only be killed by the Rocket Launcher, where would I look to make that happen?
Tddgst:
#2900 posted by metlslime on 2020/09/29 02:41:17
the shambler currently takes half damage from explosions, if you can find where it does that you can probably expand the concept.
Damage & Shielding
#2901 posted by madfox on 2020/09/29 17:36:56
I have a code to make the Shield Ogre only get hurt by nails and cells.
After you implement a few lines code into the weapons.qc it's easy to understand how it works.
I will have a look at it and turn it over.
OK
#2902 posted by madfox on 2020/09/30 02:26:38
That took some houres to get together, but..,
here is the model of the EldenOgre, also ShieldOgre I made to acomplish the Q1Test I am remaking for Singleplayer.
Before I packed I made asure I worked with the right source, as shielding is a little tricky. Most of it takes part in the weapons.qc.
This Ogre is shielded for nails and grenades.
To make it a bit easier I added a ShieldCode.txt that clears up the four importance files ie.
AI.QC - ClIENT.QC - DEFS.QC - WEAPONS.QC - XOGRE.QC
This is stated by a "//start/end shieldcode" pointed on the start of the QC.
EldenOgre
Thanks to Ijed for the knowhow with QuakeReMake and the map. Thaks Metlslime for the Rubicon.code.
Thanks you little medieval shielded creep, yes! No gunpowder, just pure ancient power!
#2899 @tddgst
#2903 posted by madfox on 2020/10/02 21:30:45
Did you had a notion how to change only the grenade imuninity?
Help With Flying Npc
#2904 posted by drugod on 2020/10/06 17:27:22
Another question i have done a crow model, i would like to make it fly, landing on the ground, and randomly start again to fly, but how the hell can i make a flying monsters (as i have definied the crow) land on the floor and make it flyi again ? any suggestions? thanks a lot!!
The Model Not Landing
#2905 posted by drugod on 2020/10/06 17:33:02
Crows
#2906 posted by madfox on 2020/10/06 20:46:33
Screenshots #16481, it is a bit wicked to change a walking model into a flying one.
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