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Hey Dude. 
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 
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. 
 
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 
Check out Darkplaces engine and warpzones.

https://youtu.be/B7fP6arAfbA 
 
"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 
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. 
Seems Link Is Dead, Sowwee 
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 
worked for me, damage_inc 
Sorry For The Confusion... 
I meant the "warpzone rar" inside the link does not work. You can't download it, says "Invalid or Deleted File". 
Yeah... 
...nah... 
Command On Map Loading 
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 
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 
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 
Keybind is fairly convenient anyway, surprised there isn't an option to disable fog completely in-engine though. 
My First Post 
what is this place for? 
Quake / Quake Mapping / FPS Discussion Mostly. 
 
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