#3495 posted by - on 2005/04/03 19:03:52
we'll rip monsters, textures and code from the Hexen series, Quake 2, Daikatana, basically any commercial ap we can get our hands on, but when it comes to other modder's expressed wishes, we tend to be more hesitant. I'm speaking generally, of course.
That's because most companies will never see your work using their stuff, but a fellow community member might and get bitchy with you. It's the whole 'legal unless you get caught' type thing.
Well,
#3496 posted by HeadThump on 2005/04/04 16:12:43
that makes sense. From the Fantasy Quake readme, they really don't want their product tampered with.
Steven_A
I would suggest looking up Ultimate Quake http://www.gamers.org/pub/idgames2/partial_conversions/ultimate_quake/
Looking over the .doc file, it appears it has the
most of the same features, spells, mideivel weapons and the like.
Rotating Entities In Quake 1SP
#3497 posted by blaGGer on 2005/04/06 13:38:57
I have seen rotating doors in Quake 1SP. I have tried Google but keep getting redirected to non-English sites(?) so can anyone point me to a site that can supply whatever I need to incorporate into my map?
Please.
Worldcraft Prefab Crash
#3498 posted by Scragbait on 2005/04/06 16:20:00
I've never been able to create the Prefabs in Worldcraft since wc shuts down when I try. Can anyone offer a clue or convenient workaround?
I'll provide more details if you need but right now, I'd rather continue with my map then figure out what's wrong.
Q1 Info
#3499 posted by aguirRe on 2005/04/06 16:31:18
Blagger:
#3500 posted by metlslime on 2005/04/06 16:32:39
you can't do it without a quakec mod -- try "custents" or the hipnotic mission pack for a progs.dat that supports them.
Also, i believe you need a qbsp that supports them, too. Modern treeqbsp and tyrqbsp variants should be fine. Original qbsp will not work.
WC Prefab Problem Solved
#3501 posted by Scragbait on 2005/04/06 18:46:08
I should have done my homework. The Forge showed how to create Prefab libraries. If you don't have a library - which is just a folder in Windows, WC says bye-bye when you try to write out your prefab. I made my Library and all works fine writing and reading. Thanks for the pointer, aguiRe.
Gibbed Teleport...
#3502 posted by distrans on 2005/04/06 19:55:45
... I'm trying to finish up a Coagula style level and want to use the sort of falling into void gibbing experience I received from ELEK in Coagula1. The experience involves being gibbed AND teleported high into the level. I've tried with various combinations of trigger_hurts and trigger_teleports but can't get the effect right. Anyone help?
Distrans:
#3503 posted by - on 2005/04/06 23:10:05
I believe all that's needed is to teleport two monsters to the same place at once. Telefragged goodness!
Righto...
#3504 posted by distrans on 2005/04/06 23:47:56
... but I thought the player had priority in a telefrag fest i.e. that if the player and any number of monsters teleported to the same destination at the same time then the player survived but nothing else did.
I remember perceiving the series of events when I fell from structure in C1 as:
1. I'm gibbed
2. and almost immediately teleported high into the level
Not the other way round.
Entity Number Vs Edict Counts
#3505 posted by JPL on 2005/04/07 07:54:22
I've seen that VIS reports entity number at the end of its log file. I had edict count problem in CMC map, so I just would like to know if there's any "direct" relation between entity number and edict counts ingame ?
In that case, what is this relation ? And so, can the VIS entity number report be helpfull in order not to exceed edict counts ingame ?
You Probably
#3506 posted by aguirRe on 2005/04/07 09:23:24
mean the printout at the end of the Light log. AFAIK that figure is only an indication of how many edicts there are. Many edicts are created at startup and during gameplay and these are not included in that figure.
Example of temporary edicts are missiles from scrags or deathknights. You'll have to use the edictcount command or the new edict screen display of my upcoming engines.
The best way I know to provoke as many edicts as possible is to play on Nightmare, use god mode and play through the map without killing anything. Then the edicts will really pile up and then find a place where there are many scrags or deathknights and circle above them to provoke their missile attacks.
If you don't exceed 600 then, most likely your map is safe.
Distrans
#3507 posted by - on 2005/04/07 14:50:27
My mistake! I thought you were just asking about making it rain gibs, not what you were asking about which I have no clue how it works :)
JPL
#3508 posted by Tyrann on 2005/04/08 00:26:44
Also, static lights do not count as edicts, so the entity count usually doesn't have much in common with the in-game edict count.
Edict Count..
#3509 posted by JPL on 2005/04/08 00:42:18
So, how is it possible to determine "approximatively" edicts count, in order to anticipate and avoid crash ingame??
When I see Kinn latest release with an incredible amount of monsters (final battle for example), I'm guessing there for sure a method to determine edicts count. I tested Kinn's "Bastion of The UnderWorld" and "Marcher Fortress" with FitzQuake, and I had no problem, while in the same time I had the problem with my CMC map...(I reach the limit in hard skill..), but I don't find a good method to determine edicts count max value...
I know Kinn is talented (much much more than me...), but even if there are some "tips" in his 2 maps (due to QC I suppose), for common mortal I am, there is certainly a good method to evaluate edicts count in map.. Any idea ??
Edicts
#3510 posted by Tyrann on 2005/04/08 05:35:42
You can see how many edicts are being used in game by bringing down the console and typing 'edictcount'.
Also:
edicts - lists info about all the edicts
edict N - lists info about the Nth edict
Apart From
#3511 posted by aguirRe on 2005/04/08 17:51:43
the famous 600 edict limit in normal engines, there's also another related issue; the server signon buffer size.
This typically becomes a problem when saving the game and then reloading it. If there are too many active edicts, the signon buffer will overflow and the engine aborts with the also famous SZ_GetSpace: ... error.
In my upcoming engine versions I've tried to improve this check so you'll get a warning when you exceed the normal limit.
Backtracking
#3512 posted by Friction on 2005/04/10 22:50:28
How much is too much? How could it be made more interesting? I just realized I've got quite a bit good 'ol backtracking action going on here.
Seven Times
#3513 posted by HeadThump on 2005/04/10 23:45:37
around the same general area would be excessive, unless you open areas up from new vistas or do neat Doom style room deformations then you could go maybe as many as twelve encircling routes.
Q1 Tools Update
#3514 posted by aguirRe on 2005/04/11 05:48:33
at http://user.tninet.se/~xir870k . All engines are updated with many features/fixes, e.g. more help to debug maps and reduced CPU load. RVis includes more ambient sound control and TreeQBSP has a minor fix. Please also see readmes for details.
Any comments are welcome.
Nehquakebjp
#3515 posted by Ankh on 2005/04/11 07:30:44
I get an error about fmod.dll. I have this file in the right place but nehahra will not start.
Blagger
#3516 posted by Ankh on 2005/04/11 07:35:50
thanks for info about the laser :) I should have known that by myself.
Ankh
#3517 posted by aguirRe on 2005/04/11 08:30:40
Make sure you're using the fmod.dll from the Nehahra pack. Newer versions of this DLL (distributed by e.g. JoeQuake) is apparently not backwards compatible, i.e. there's a missing call entry. I wonder what reason they had for doing this ...
Friction
#3518 posted by R.P.G. on 2005/04/11 11:00:06
That pretty much depends on the map and how it's implemented. As a vague rule, I'd say that backtracking for more than 1/3 of the entire map is probably a bad idea.
As mentioned Headthump, there are lots of things you can do to spice it up. Typical stuff is just spawning in a few monsters to surprise and toy with the player. For more varied and unique situations, you'd need to analyze what the player did before having to backtrack. Did he activate/deactivate a power grid? Maybe have that open some windows, turn off some lights, or activate some idle machinery. Are there balconeys the player can't get to? Maybe add a few scripted scenes for the player to watch; or perhaps have some lights flicker briefly as if there was a momentary lapse in power.
And if you're well and truly out of ideas, just make random things blow up and have pipes spew massive quantities of steam; that's always a thrill.
Friction X2
#3519 posted by R.P.G. on 2005/04/11 11:02:10
If you truly did "just realize" how much backtracking the player needs to do, then you might consider opening up a few new alternate routes for the player to get back to the previous area. Maybe let him crawl up into a pipe or onto a catwalk and go view some of the map from a previous angle.
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