.
#3001 posted by GibFest on 2004/12/28 21:09:26
Ah yea that sounds like a good / less complicated idea and I could use a trigger_counter with 1 to trigger the message when the teleport anim/sound plays.
Well...
#3002 posted by necros on 2004/12/28 23:32:56
the obvious solution would be to have to seperate versions of the monster. one that does the teleport flash as it dies and another that just plain dies. centerprints can be handled by trigger_relays as usual, and monsters fire off their targets when they die.
just a fast cnp qc job, really.
don't look at me though.
Err...
#3003 posted by distrans on 2004/12/29 00:36:27
...didn't the boss wraith in DoE teleport? Sure it was to a place behind or near to the player, but that's easily changed.
Jago
#3004 posted by Kinn on 2004/12/29 04:04:33
Yes. The Hipnotic/FrikQCC thing is worrying as FrikQCC is supposedly the "gold standard" for QuakeC compilers now, and everyone uses it. That said, I've been using it to compile all my stuff for years now, and I've never met any problems except when I turn optimisations on - some optimisations (I can't pinpoint which exactly) seem to turn my progs.dat into garbage :P
Animated Textures
#3005 posted by Mike Woodham on 2004/12/29 07:47:55
Aw come on! Just as I think it's done, I find another problem...
TreeQBSP tells me that it has found all of the textures in the .wad file. It tells me that it has added x number of textures. But in-game I am seeing the dreaded pink/black texture as one of the frames.
I know (from earlier posts) that I could add the missing textures to 'hidden' faces in the map but I would have to do that manually as BspEditor doesn't show the individual frame textures, only the animated version.
But why would this be happening and why are other animated textures displaying correctly? This is a 64 x 64 texture based on ID's tlight02 i.e. +0tlight02, +1tlight02, +2tlight02, +3tlight02 and +atlight02.
Help will be appreciated.
Mike
#3006 posted by R.P.G. on 2004/12/29 09:29:31
Wait, you only get the pink/black texture as one of the five frames?
Mike
#3007 posted by aguirRe on 2004/12/29 09:45:58
If it only happens in FitzQuake 0.75, then it's a known and fixed engine bug. I think it's because only some of the animated frames contain fullbright pixels and others don't.
Textures
#3008 posted by Mike Woodham on 2004/12/29 11:57:37
R.P.G. - yes, appears to be just one of the frames missing.
aguirRe - looks like you have something - it's OK in your GLQuake and also in DarkPlaces. Unfortunately, the Fog effect is lost and I want to keep it. So, I will adjust the Brites out of the texture in TexMex.
By the way, are you saying that there is a 'fixed' version of Fitzquake somewhere 'cause I can't see it on the FQ web-site?
Fixed
#3009 posted by Mike Woodham on 2004/12/29 12:26:18
Once aguiRre put me on the right trail, my own memory clicked into gear (age is against me chaps!)
There is a slight problem with TexMex's Remove Brites function in that it leaves White (255,255,255) in place. Therefore, although you think you have circumvented the problem with FitzQuake's fullbright handling in animated textures, you haven't as you still have a fullbright in the texture.
So, change the dirtywhite to dirtierwhite, and change the white(255,255,255) to dirtywhite, and hey presto, it works correctly in FitzQuake.
Mind you, now that I've seen it, I'm not so sure that it was worth all the fuss. Ho hum.
You'll see what I mean in SM40. Thanks guys.
Kinn,
#3010 posted by necros on 2004/12/29 12:41:46
i've always been using the ancient 1997 version of ProQCC. nesp02 was compiled with proqcc, as was every other release i've made with modififed code.
i have never had any problems with proqcc and haven't ever seen the need to switch. whatever limitations proqcc may have, it's never stopped me from doing what i wanted to do.
Mike
#3011 posted by aguirRe on 2004/12/29 13:47:34
AFAIK the problem is fixed in the upcoming FitzQuake 0.80. Maybe metl could fill me in here ...
AguirRe
#3012 posted by Zwiffle on 2004/12/29 14:02:04
How do I get your light to spit out a .lit file? I've gotten it to work with Tyrlite, but I have some ugly results. I saw no clear way to do this in the -help command, and instead of thouroughly researching I thought I'd ask you.
You Can't
#3013 posted by aguirRe on 2004/12/29 14:28:56
I have no support (nor any plans) for coloured lighting in my light tool. TyrLite is probably your best bet here. The only other coloured light tool I know is TomLite, but I think it's based on an earlier version of TyrLite.
.
#3014 posted by GibFest on 2004/12/29 18:58:07
Is it possible to have a lift/door go down on one button and then up again on another, then on and on and on?
Trigger Help
#3015 posted by Jago on 2004/12/29 19:43:45
How would I go about doing the following:
Player steps into a trigger_once, thus triggering a bunch of lights to turn on and playing a "lights turned on" sound. Wait 1 sec. Another bunch of lights gets turned on with a "lights turned on" sound. Wait 2 seconds, another even is triggered.
Some parts I do understand how to do. However, I don't know how to make the delays in triggering the lights and how to make an appropriate sound play once it's triggered.
Gib...
#3016 posted by distrans on 2004/12/29 20:11:24
...if it's just one level down and one level up then use door for the lift and check the 'toggle' flag.
Jago...
#3017 posted by distrans on 2004/12/29 20:14:55
...trigger_relay is your friend in this instance. You can give them all the same name but have them target different light groups with an increasing 'wait' time for each one.
But be very careful, as Quake will very quickly crash if you try to overlay too many light sources on a face.
Teleporting Boss Monsters
#3018 posted by Preach on 2004/12/29 20:40:17
Woo, made the mod, and a short test map to demonstrate it. All in the following zip
http://www.btinternet.com/~chapterhonour/tele2.zip
Distrans
#3019 posted by Jago on 2004/12/29 20:42:20
Wonderful! This worked perfectly. Now how would I go about having a sound that would play only once when it's triggered by something? Do I need custom QuakeC for that?
Preach
#3020 posted by GibFest on 2004/12/29 21:03:55
That is perfect just what I was after, thanks
.
#3021 posted by GibFest on 2004/12/29 21:12:43
Seem to have encountered a problem, I put the bsp in the mod folder and use monster_shalrath_tele in the map and for some reason it doesn't spawn the other monsters. I have it so that once you kill the monsters the shalrath_tele gets spawned in.
I am using -game from, run, and yourmap worked fine.
Jago
#3022 posted by Kinn on 2004/12/30 03:48:04
sound that would play only once when it's triggered by something
mail me your zipped QC source and I'll hook you up ;)
Kinn
#3023 posted by Jago on 2004/12/30 05:36:06
sent you an email
..
#3024 posted by Preach on 2004/12/30 05:41:30
Did you name the other monsters as normal? I didn't change anything besides the code for the shambler and vore. Don't call the other monsters monster_ogre_tele or something, give them all their usual names. Other than that I can't say what's causing it, try some of the ID maps and see if the monsters work in those...
Entity Count
#3025 posted by mikewoodham on 2004/12/30 09:38:36
I have 480 entities in my map according to TreeQbsp, of which 360 are lights. How many monster can I expect to place (there are none at present) before I hit problems?
How does a dead monster's back pack affect this count?
Can anyone tell me how to calculate the position of the info_teleport_destination to allow me to teleport more than one monster at a time (I haven't tried it but am thinking two monsters, not touching, in one trigger_teleport box) i.e. in top view, does the info_teleport_destination brush line up to the centre of the trigger_teleport or maybe the left hand corner etc?
I am going to need to teleport monsters in and I thought that I could save on entities somehow - I can't use the progs.dat that I used previously as that is banned in SM40 comp rules.
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