#30199 posted by Baker on 2018/05/02 06:17:40
Maybe this issue shall self-resolve then, given enough time.
Thanks Spike
#30200 posted by Preach on 2018/05/03 00:13:49
We want to keep vanilla compatibility, so fixing the code to work correctly there and leaving the cvar as it is seems best. I'll add some setsize calls to the exploding boxes as I can see the issue with the replacement models, that shouldn't be allowed to create a difference size hull.
I think from there I can figure out the other possible issues - it would be very annoying if the feature intended to let you visualise the size of the triggers accidentally changed the size of those triggers at the same time...
On Second Thoughts
#30201 posted by Preach on 2018/05/03 00:25:18
Probably no latent bug in that case, because triggers always initialise the size to self.mins/maxs right after a setmodel.
Imagine someone added a trigger_multiple entity, and set the model to progs/shambler.mdl. In vanilla it would get a size of 16x16x16. The cvar setting we've chosen makes sure that's consistent in other engines. But all of that happens before developer 4 comes along and performs a setmodel without a setsize. So the developer 4 code is inflicting a 16x16x16 bbox on a trigger which was already that size. Right?
Preach
#30202 posted by Spike on 2018/05/03 04:20:37
maps with a trigger_multiple using progs/shambler.mdl deserve to break...
(if only because ents that expect inline models tend to not bother to precache said models.)
But if a map uses it, and some other entity already precached it, then you'd get a trigger sized according to the model, yes, which would differ between engines. And there's not really anything you can do about it, other than telling people not to do stupid things.
Side note: mdls pitch differently from spr and bsp too. so if you're using vectoangles or makevectors for the entity then you're again going to need to know if its a mdl or not. There's nothing you can do to avoid that, either (other than fte's r_meshpitch cvar that then breaks the rest of the mod). Replacement models are a real clusterfuck in this regard, but thankfully its normally a pain to configure pitch angles so most maps manage to avoid issues there.
When I mentioned developer 4, I meant blink_on does a setmodel-without-setsize, but its solid_not and movetype_none, so it doesn't really matter (and is fixed in monster_teleport_go once it does start to matter, but will show the wrong size with eg r_showbboxes until then).
Regarding developer 2 (read: quoth's RestoreTriggerModels function) then that function can find items too, not just trigger_multiple etc.
Thanks to droptofloor setting FL_ONGROUND (meaning they won't try to move), you probably won't notice, but those items will indeed end up with the wrong sizes because of that setmodel call, so it might be a good idea to preserve the original mins+maxs. I don't think its important for trigger_* though, they'll just end up with the size they had before.
Thanks Spike (again)
#30203 posted by Preach on 2018/05/03 09:19:18
maps with a trigger_multiple using progs/shambler.mdl deserve to break...
(if only because ents that expect inline models tend to not bother to precache said models.)
You can get away with that in Quoth, because the ability to automatically precache external BSP models extends to other types of models (another example of QC not knowing the model type there!).
I'll probably just make sure that developer 2 skips over items in that case, but thanks again for the check.
I Have A Stats For You.
At 47 maps in 2018 so far, we're better than we were in 2017, with 46 maps released by the end of June.
Frecache Preachache
#30205 posted by Qmaster on 2018/05/04 13:10:40
Why do we still care if a model is precached?
@otp
Sweet. I was just taking a look at the spreadsheet. Thanks for keeping track.
#30207 posted by Tribal on 2018/05/07 18:16:31
I recorded a blind playthrough of "The Tenacious Tentacle" by Socks, and since there is no official post of this map in the foruns i will just post it here:
https://www.youtube.com/watch?v=H9nfeLZm7Lc
But, seriously, why isn't a post about this level here? I only found it by accident (i never search for new maps in Quaddicted because I thought all new maps were posted first here in func_) The map was released this year, it uses AD monsters, it was made only with 100 brushes (so mappers can use it as a reference for the 4° competition) and it's awesome =D
You can download it here: https://www.quaddicted.com/reviews/ad_b100_sock.html
Good Point About The 100 Brush Reference
#30208 posted by Tronyn on 2018/05/07 19:29:43
Haven't checked that map out yet, but it looks good.
I'm trying to contact Breezeep, does anyone have his email address?
But, seriously, why isn't a post about this level here? I'm not sure why any map author would avoid posting here but I have my suspicions.
Is that QSS-Admod in the video? Looks good. :)
@dumptruck_ds
#30210 posted by Tribal on 2018/05/07 21:08:43
Yep, it is the QSS-Admod engine =D
Yes, Tronyn?
#30211 posted by Breezeep_ on 2018/05/07 21:26:49
Check my profile.
New Map
#30212 posted by headshot on 2018/05/12 10:00:12
Hello everybody,
since I stopped mapping around 1999 I'm a bit rusty at this and need some pointers. A while ago I finally tried out SleepwalkR's truly excellent TrenchBroom for the first time seriously and made a small DM map with it, which I quite like. Now it's more or less done and I'm looking for a way to share it and maybe get some feedback. Is there currently something like a repository or a place where people look for Q1 DM maps? Or do you just upload it somewhere and post a link here? Are there still review sites? Do people even play custom DM maps anymore?
Anyway, any help with this would be appreciated muchly.
headshot
Headshot
#30213 posted by negke on 2018/05/12 10:25:42
http://www.quaketastic.com would be an easy place to upload it.
username: quaketastic
pw: ZigguratVertigoBlewTronynsSocksOff
#30214 posted by negke on 2018/05/12 10:26:36
Just make sure you pick the right directory unlike most people uploading there... :P
Headshot
#30215 posted by Vondur on 2018/05/12 10:26:50
Hello!
People usually use quaketastic.com to upload maps. Login info here: http://celephais.net/board/view_thread.php?id=3&start=15658
Also, here on func is news thread, just submit news with short description of the map, sceen and download link. So after news is approved it'll have its separate thread.
Hope this helps!
Headshot!
#30216 posted by bal on 2018/05/12 10:28:35
A new headshot map, omg!
I'd be up for giving it a spin online if that's happening.
Not much multiplayer going on around these parts anymore, the focus has mostly shifted to singleplayer maps.
#30217 posted by negke on 2018/05/12 10:33:34
I think even the dedicated DM players left don't care that much for new maps, though you may want to post it at quakeworld.nu for feedback. No review sites to my knowledge.
Of course, it's always possible to throw in some monsters and we'll be all over it.
Thanks!
#30218 posted by headshot on 2018/05/12 10:50:12
Thanks for the quick answers and great info! I just need to sort out a few niggles and then I'll upload a beta somewhere and post a link here, maybe we can meet on a server (Bal, anyone else?) and see what's what. The tricky part would probabaly be to meet there at the same time :-)
It'd be nice to get some feedback on balance and maybe sticky parts to clip before release.
#30219 posted by khreathor on 2018/05/12 11:10:27
You can try posting here: https://www.quakeworld.nu/forum/12/maps-textures
Also if you are not afraid of new "tech" you can try Quake World Discord channel: http://discord.quake.world/
#30220 posted by headshot on 2018/05/12 11:27:29
Just joined Discord, thanks.
#30221 posted by khreathor on 2018/05/12 11:35:18
Awesome, also you can join our Discord here: https://discord.gg/3zgJQ
General Data Protection Regulation
#30222 posted by brassbite on 2018/05/13 18:27:35
Could this new EU-law affect func?
Anybody know something?
#30223 posted by brassbite on 2018/05/13 18:33:07
My guess: Somebody would have to sue func i.e. metl, in order for anything to happen at all.
As there is nothing to win from that conflict, nothing happens and we all keep our status quo.
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