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Tron
#3670 posted by Trinca on 2005/05/31 10:15:02
hey good to see you man!!! will you finish tromdm3??? doom3 suck :) finish the map...look like will be a great one!!!
Rats On The Run
#3671 posted by madfox on 2005/06/03 07:00:16
finally got it working so far. Adding new monster, but now...
they only appear when I use a brush substraction. Otherwise I can hear them, but they are invissible. In an empty map they squeek but are probably stuck in the groundbrush.
When I put in one brush, they come out of the brush, and dissappear(?)
When I use notarget in a brush substraction, they just sit and wait, untill I press notarget again, then they're gone.
http://members.home.nl/gimli/Quake00.jpg
help ! sinking ship !
Quake101.wad
#3672 posted by Ciprian Caraman on 2005/06/04 03:56:32
I search for quake101.wad or qoole.wad ALL the Net for the last weeks but I can't found that files. I found some links but they are obsolete. If you can help me, please, answer.
Thanks,
Ciprian
Quake101.wad
#3673 posted by R.P.G. on 2005/06/04 06:14:25
Thanks Quake101.wad
#3674 posted by Ciprian Caraman on 2005/06/04 10:01:51
Also I post messages on almost ten forums. Finally, with your help, I found it. Thanks a lot.
Best regards,
Ciprian
Lost Rats
#3675 posted by madfox on 2005/06/05 08:17:10
then I posted the wad the same time on the Quake forum, Ciprian.
Those rats, could it be something with the MoveBox_Solid. As they vanish "into" the brushes?
Kell
#3676 posted by aguirRe on 2005/06/06 07:15:00
Is your email working? I haven't received anything from you for a very long time.
AguirRe
#3677 posted by Kell on 2005/06/06 12:27:03
It is, I just haven't been checking it for a long time, since Chapters dominated my communications, my sleeping patterns and my deteriorating mental state for several months ( I can't remember the actual penalty for seeing a polyp in the Call Of Cthulhu RPG, but I reckon both necros and I lost 1D6 Sanity Points just trying to make the damn thing fly )
Will check and respond.
Rats On The 2nd Run
#3678 posted by madfox on 2005/06/06 18:34:32
How can it be a model sinks in the groundbrush,
and when this brush is substracted it becomes visible?
Q1 Tools Update
#3679 posted by aguirRe on 2005/06/10 02:57:20
at http://user.tninet.se/~xir870k . All engines are updated with several features/fixes, e.g. improved demo playback handling. Light now includes multi target support and improved trigger checks. There's also a new demo conversion/validation tool; ConvDem. Please also see readmes for details.
Any comments are welcome.
Hl
#3680 posted by drew on 2005/06/10 10:32:42
does anybody have half life textures converted for Quake?
Zaka
#3681 posted by bambuz on 2005/06/10 14:15:58
used something in his maps i think, you should be able to rip them. http://www.saunalahti.fi/zakaa/
Arhg
#3682 posted by Blitz on 2005/06/13 23:04:34
OK, Quake question.
I have a very small map, < 150 brushes total, and yet I am having an issue where a brush is greying out in software/Winquake, and turning into sky in DP/GLquake.
The brush is a simple, 6 face rectangle, seen here: http://blitz.circa1984.com/fucking.jpg
I am using Tyrann's compile tools as well, if that helps.
Thanks for any help you can give.
Nevermind
#3683 posted by Blitz on 2005/06/14 00:00:04
The brush next to it was causing the problem.
What The Hell
#3684 posted by bambuz on 2005/06/14 07:20:56
is that? The sword looks huge.
Target Limit
#3685 posted by . on 2005/06/15 06:51:56
Is there any way to up the limit of entities with targets you can have in Quake 1? When I was working on PH8DM2 I wanted to have lights that you could shoot out. They worked fine, but I could only have about I dunno, several, instead of dozens.
AFAIK There's No Limit
#3686 posted by aguirRe on 2005/06/15 07:47:09
on targeted entities, but you can't have more than 32 switchable (=targeted) lights. This means unique trigger chains; you can use same targetname on many lights.
I See...
#3687 posted by . on 2005/06/15 07:59:10
So, might there be anyway to up the limit from 32? My idea is that you could voluntarily shoot out a light or 2 for effect, or maybe once you get into a firefight, your shots or enemies shots might hit a light and kinda play on the map's mood.
Not Without
#3688 posted by aguirRe on 2005/06/15 10:10:18
both tool and engine/QC support, which may cause compatibility problems. They all use the entity style key to communicate this functionality.
If it's only QC, you might make it by adding new keys that are transparent to tools/engine but handled by custom QC. I may be totally off here ...
Well
#3689 posted by . on 2005/06/15 10:32:03
Since I am too dumb to learn QC, I guess I am SOL.
I'll just have to do the cliche walk-into-room-lights-go-out-oh-no routine.
There's Also A Limit...
#3690 posted by metlslime on 2005/06/15 11:28:31
in terms of "lightstyles." There are 64 lightstyles, and 32 of them are reserved for switchable lights, and the other 32 are for things like strobe, pulse, candle flicker, etc. To go past 64 lightstyles would require an engine change to increase, and might require a network protocol change, too.
But, since there are only about 12 standard lightstyles actually being used, you could change the quakec to use the other ~52 slots for switchable lights.
QuArK Mappers For Q1
#3691 posted by aguirRe on 2005/06/16 05:01:15
I've tried to fix the bugs and improve the help/hints for the Q1 entity definitions in QuArK 6.x; DataQ1.qrk. This is similar to the work of CZG's updated Quake.fgd file in WC and I've also cross-checked between this file and other available sources, e.g. the actual QC-behaviour.
This is basically a work in progress, but I think most of the stuff is in place. The file is here: http://user.tninet.se/~xir870k/DataQ1.zip . Backup the original and just replace it with this version.
Any comments are welcome.
Q1 Killtargets
#3692 posted by aguirRe on 2005/06/16 12:13:09
Aren't killtargeted objects restored properly when just issuing an engine "restart" command?
I've an item that should float in the air and using a func_wall beneath the item that's killtargeted by a trigger_once surrounding the player spawn point, it only works properly when the map is restarted using the "map" command; "restart" or "changelevel" doesn't work (the item drops to the floor).
Interesting...
#3693 posted by metlslime on 2005/06/16 12:30:42
i assumed these all caused the level to load the same way (with the exception that players carry over stats during a changelevel)
It may be a bug related to the order in which edicts are processed; if so, maybe adding a trigger_relay with a small wait will solve it.
Yes
#3694 posted by Kell on 2005/06/16 12:40:00
what's happening is almost certainly related to the very short delay - and variation thereof - occurring on map load.
The solution to your problem may simply be adding "delay" "1" to the trigger_once that surrounds the info_player_start.
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