Tronyn....
#29949 posted by
Shambler on 2018/02/02 13:37:37
....u there dude? Or anyone got an email addy?
https://www.twitch.tv/videos/223256760 1:19 for him.
It's Kind Of Funny But All These Years I Never Registered
#29950 posted by Tronyn on 2018/02/02 18:56:29
Lol, "It's got base and medieval, which is a sin against humanity." I literally almost spit out my coffee. Sounds like you're using the unreal soundtrack; awesome.
That map was actually cut short in its development by the jam deadline and in the final version the layout will make a lot more sense, with more secrets; and the grunts will be replaced with medieval archers so I will pray for absolution.
Hey Dude.
#29951 posted by
Shambler on 2018/02/02 20:34:12
Glad you saw it. I had a great time the first time, and a great time the second time. It is one of my favs, ever, I think - the vibe of this giant natural tunnel through a mountain, with this crazy temple complex spanning it....mmmmmm. I don't mind the archers and they would work well instead of grunts, as long as it's just them :P
Just A Musing
#29958 posted by Null on 2018/02/07 23:45:26
Has a map ever used a hotrod custom progsdat in which there was a super special teleporter setup that didn't notify the player with whimsical zinning sounds or fantastical particle displays as to be used to make faux non-eluci..illuci..non-euclidean structures? Also I once attempted to brush out a Möbius band but getting the bendy curve part required tolerances the program and I couldn't manage to produce.
#29959 posted by
Spud on 2018/02/08 02:22:10
Don't think so, as to make it truly seamless (i.e. Unreal engine portals, or the... portals in Portal) aside from muting the teleport WHZIRRRIRIRIR you'd also have to disable the player's view being automatically centered when teleporting. Oh, and somehow keep their movement direction and position because normally no matter where they touch a teleport trigger, they get sent to the exact same point where the destination is, so basically remove or change everything that makes a teleporter work as a teleporter.
Null
#29961 posted by
Qmaster on 2018/02/08 16:28:18
Check out Darkplaces engine and warpzones.
https://youtu.be/B7fP6arAfbA
#29962 posted by
muk on 2018/02/08 17:38:31
"so basically remove or change everything that makes a teleporter work as a teleporter."
That seems to be what theyre getting at. "Can this be done in QuakeC?" was the basis of their question.
Warpzone Is CSQC
#29963 posted by
Qmaster on 2018/02/08 19:09:57
But it isn't terribly much different than qc. I can't remember where I found the warpzonelib at or I'd paste a link.
BUT, you could do a similar QC version:
You could make the trigger silent.
You could make it teleport without the particle effect.
You could make the destination ever so slightly above the floor so the player doesn't get stuck.
You could make what is behind the opening/passageway look just like the destination, but you wouldn't be able to convolute spaces as well unless you used func_wall for the areas beyond, toggled them, and separated it so the player doesn't see the toggling. Good luck.
Side note: skip texturing one side of func_illusionary can lend to some confusing areas.
Very Easy To Use. Requires Darkplaces.
#29964 posted by
damage_inc on 2018/02/08 20:43:31
Seems Link Is Dead, Sowwee
#29965 posted by
damage_inc on 2018/02/08 21:02:01
I played around with it a bit, here's a picture of a thin "viewscreen" looking thru to a fully rendered DM2:
https://media.discordapp.net/attachments/308578062126022658/397969864981217283/dp20180102232546-00.jpg
First Link
#29966 posted by
Cocerello on 2018/02/08 22:16:54
worked for me, damage_inc
Sorry For The Confusion...
#29967 posted by
damage_inc on 2018/02/08 22:31:44
I meant the "warpzone rar" inside the link does not work. You can't download it, says "Invalid or Deleted File".
Command On Map Loading
#29970 posted by
Kim Smoltz on 2018/02/08 23:33:33
Is there any way to set a list of commands that are executed when maps are loaded rather than when Quake (Quakespasm in this case) is started? I prefer to disable fog but end up always having to open the console and enter "fog 0" on new levels or on loading a game.
Can't Be Done
#29971 posted by Baker on 2018/02/09 00:22:34
But you could throw something hideous in quake/id1/autoexec.cfg
alias +no_fog_forward "fog 0; +forward"
alias -no_fog_forward "fog 0; -forward"
bind UPARROW +no_fog_forward
So that every time you press the up arrow key it disables fog.
Slightly Less Hideous
#29972 posted by
Spud on 2018/02/09 02:03:10
For a single command, the aliases and +/- aren't necessary, you can just stick
bind <key> "fog 0"
and then press whatever key for the same effect once the map's loaded.
Fair Enough
#29973 posted by
Kim Smoltz on 2018/02/09 11:13:01
Keybind is fairly convenient anyway, surprised there isn't an option to disable fog completely in-engine though.