Hickory, Dickory, Dock...
#3765 posted by Mike Woodham on 2005/06/27 00:08:33
Two things:-
1) the trap operates on its own once you have triggered it for the first time - about every 12 seconds. Is this intentional?
2) Huston, we have a dead mouse flying.
http://img296.echo.cx/img296/2507/fitz00003il.jpg
I shot this mouse and he flew up in the air and stayed there?
Other than that, they are good, nuisance monsters like spiders and vorlings.
Fidler Of Hameln
#3766 posted by madfox on 2005/06/27 10:49:25
While the Quake engine can't collaps objects (in stead of the Custent) I made the trap like a func_train.
My idea was to hurt the rats, but as they have no pain-frames in it, that won't work.
The flying mouse you see, is one that has fallen on the trap itself. It isn't flying.
Took me some time to make them fall on ground the same way, as the h_gib1.mdl frame and the squish-frame in the rat.mdl aren't in the same position.
ThrowHead function make them land lower, reason why they just disapear.
Would like to make them jump and retreat.
Q1 Console Gfx
#3767 posted by . on 2005/06/27 18:30:42
I looked inside GFX.wad and also the GFX folder of the PAK's and can't seem to find the big console graphic. Where be it? I saw one .LMP that might be it, but QPED said it wasn't viewable.
It's Called
#3768 posted by aguirRe on 2005/06/28 02:27:01
conback.lmp and used to have a limit of about 64k in size, but some paks use larger and might cause some engines/tools to fail (or even crash) to load it. Carved in Flesh is such a pak.
Thought So
#3769 posted by . on 2005/06/28 02:47:38
I found a tool called Adquedit and was able to extract it. So I'll have to keep it under 64k then? The original file is 55.9 KB.
If You Want
#3770 posted by aguirRe on 2005/06/28 04:00:22
to avoid weird behaviour or even crashes in standard engines, you should keep it beneath 64k. There are also similar restrictions on skins and other texes (at least in GL-engines), but the limit is higher then.
In my next engine versions, I've added warnings when exceeding normal limits.
Mini Chthon
#3771 posted by Mike Woodham on 2005/06/28 14:03:21
I wonder if anyone can point me in the right direction...
I remember seeing a mod where Chthon had been shrunk somewhat and could be killed with ordinary weapons. I am not sure if it was part of a larger map or was just an example map showing the mod.
I remember that there were two of these in little lava pools each side of a very small room and you could duck in and out of the room (it may have had a doorway at each end of the room) and lob grenades at them. The room was probably 1024 x 512, or at least that kind of proportion
I've Googled, Copernicked and even Asked Jeeves but only get referred to Chthon10 or Chthon! neither of which are what I am after.
Ring any bells with anyone?
#3772 posted by Kell on 2005/06/28 14:06:44
The mini-chthons in little lava tanks appeared in Mish Pak 2: DoE iirc
Roger Bannister Eat Your Heart Out...
#3773 posted by Mike Woodham on 2005/06/28 14:42:43
Bugger me Kell, bit quicker next time please:-)
Thanks. However... I never bought DOE, so if that was it, it must have been released to the public OR someone used it in a map.
I have a lot of lava in my current map and thought that it could be a useful extra monster type?
Mike
#3774 posted by aguirRe on 2005/06/28 15:45:36
You can get the DoE QC source here: http://ftp.sunet.se/pub/pc/games/idgames2/more_idstuff .
And the DoE map Kell refers to is probably Elemental Fury II (r2m3).
Ogro Textures?
#3775 posted by hajas on 2005/06/28 16:38:26
Hello, It's my first post here... :)
I'm looking for the pak (zip) with all Ogro's textures but I can't find anymore. :(
the file on his site is down and I still don't had lucky.
can someone help me?
thanks,
Freddy
Ogro Textures
#3776 posted by VoreLord on 2005/06/28 18:34:52
Hope these are what you are looking for?
Try here
http://www.fileplanet.com/dl.aspx?pandemonium/ogropak.zip
tip
If you find files on PQ/fileplanet that seem to be missing/404. just add the following before the filename path,
fileplanet.com/dl.aspx?
for eg, the following link
http://www.planetquake.com/dl/dl.asp?q2cc/q2ccv102.zip
would become
http://www.fileplanet.com/dl.aspx?pandemonium/ogropak.zip
( func_msgboard will screw up the above example, but you should get the idea, hope so any way}
Not guaranteed to work on all occassions, but will for a lot.
You Can Still...
#3777 posted by metlslime on 2005/06/28 18:36:21
hover over the links to see what vorelord is talking about, though.
And For The Life Of Me
#3778 posted by VoreLord on 2005/06/28 19:04:06
I don't know how I came to use 2 totally unrelated links in my example above, but I did, it of course should be,
tip
If you find files on PQ/fileplanet that seem to be missing/404. just add the following before the filename path,
fileplanet.com/dl.aspx?
for eg, the following link
http://www.planetquake.com/dl/dl.asp?pandemonium/ogropak.zip
would become
http://www.fileplanet.com/dl.aspx?pandemonium/ogropak.zip
// I'm going to go and have a lie down now
Antilight Question
#3779 posted by JPL on 2005/06/29 00:48:24
I'm not yet really used with antilight use, so I would like to have a little bit informations.
I just would like to have confirmation that antilights are only lights with a negative value, or if there is something more in their description (additional field, etc...)
I also noticed that antilights didn't have effects on worldspawn minlight value, i.e it is impossible to have a zero light (like full dark) area around antilights... or do I missed something ?
Thanks in advance...
Jpl
#3780 posted by Vondur on 2005/06/29 01:00:31
antilight have the same keys as usual light, i.e. wait, etc (if u use aguirres light). and if i remember right it affects minlight turning everything to pitch black.
Vondur
#3781 posted by JPL on 2005/06/29 01:30:56
Well, so it seems I set antilight fields correctly (i.e negative value, wait, delay, etc...) Maybe I need further tries to find the good use with the good effect..
Thank you Von'
Jpl
#3782 posted by Vondur on 2005/06/29 01:34:04
the only good use is to black out abysses like in numb nimbus level by czg.
Vondur
#3783 posted by JPL on 2005/06/29 01:43:11
I would not like to be so "radical" ;)
JPL
#3784 posted by aguirRe on 2005/06/29 03:04:13
Antilights works basically like normal lights with all extra keys. But it can only affect light with the same style, e.g. you can't darken a flickering light with normal light (style 0). Also, you can't use antilight as ambient light, e.g. minlight.
In TyrLite (which I think you use) there are some other possibilities, e.g. you must add the option -nominlimit to make antilight force levels beneath ambient minlight.
Check readmes for more details.
AguirRe
#3785 posted by JPL on 2005/06/29 04:40:10
Thanks for the information, I will try it this evening: I now suppose this option was missing in my light process.. ;)
Need Pointing In The Right Direction Again...
#3786 posted by Mike Woodham on 2005/07/01 09:44:09
/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
Am I right in thinking that the second and third group in the above are the dimensional off-set from the origin of the entity based on the size of the model and that the bounding-box is therefore 16x16x16?
If not, what are they?
If my assumption is correct, is this how the entities origin is determined i.e. I could redifine the entities origin by altering the parameters to (say) (-8 -8 -12) (8 8 4) to have my origin higher up the model but still within a 16x16x16 bounding-box.
What is the first group relating to?
I have Googled but cannot find a decent definition of this anywhere (14000 entries offered, a couple of dozen checked, and then I thought that I would use my favourite search engine:-)
Color Min Max
#3787 posted by czg on 2005/07/01 10:08:55
These are all just fields to tell the QuakEd editor about the entity.
First group specifies it's color, the two following specifies the minimum and maximum bounds of the entity relative to it's origin.
This is just for the editor though, it won't have any effect on the actual in-game entity.
If you change the bounds, the box in the editor will appear to change, but the origin will still be in the same place. (Unless you move the entity, obviously, to acommodate for the change in the box.)
Czg
#3788 posted by Mike Woodham on 2005/07/01 13:02:01
Thanks. A couple more questions:
How does the Colour Group work - what are the three values telling the editor?
Also, if the other groups are there to tell the editor about the entity, how/where/why is the origin of an entity determined? I can see that the editor 'knows' the origin and passes this detail to the compile routines via the .map file, but this is only calculated from the *Quaked definition. So, is the origin only determined by the entry in the *Quaked definition and can I therefore change the origin simply by changing that definition?
I haven't a clue why I would want to do that but i am trying to understand the relationships between the editor and .map files, the .bsp file, the progs.dat and the engine.
Mike:
#3789 posted by metlslime on 2005/07/01 13:14:32
if you change the Mins and Maxs in qc, it would affect the collision of the entity against other entities, but not the model positioning (which is always centered on the origin, rather than centered in the bounding box. Back to the collision thing, it will affect its collision against other entities, but the collision against the world will always use one of three hard-coded sizes: zero-sized (0 0 0)(0 0 0), player-sized (-16 -16 --24)(16 16 32), or shambler-sized (-32 -32 -24)(32 32 64).
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