Aguirre
#3800 posted by metlslime on 2005/07/03 23:08:34
I noticed a complimentary problem in the Xmen TC, with the quakec calling skin numbers that don't exist. In glquake this caused a white skin IIRC, but in software quake it just stayed on whatever previous skin it was using. I believe i changed fitzquake to emulate software quake in this case, except with a warning message.
Madfox:
#3801 posted by metlslime on 2005/07/03 23:12:34
Yeah, that's Floyd. He's already animated, walks around, shoots people, and dies. I regret not modelling the gun muzzles, but at this point i am loathe to touch qME again after using real modelling tools. So i'll probably use him as is.
Metl
#3802 posted by aguirRe on 2005/07/04 03:38:16
Yes, the original GLQ had bad handling of missing skins; it displayed them in some psychedelic colours. I also just copied WQ handling (reset skin to 0) and added a warning. A lot of paks have skin problems too, e.g. the original Source of Power.
Often the pak author added new skins to the main mdl, but completely forgot about the corresponding h_* mdl (gibbed head). Gibbing a Custents' baby shambler could e.g. cause an engine crash.
Trigger_multiple
#3803 posted by R.P.G. on 2005/07/04 07:53:17
Is there a way to make a trigger_multiple be triggerable by monsters?
#3804 posted by Kell on 2005/07/04 08:26:18
If you mean 'by walking into it' then no, not in default id progs. Only by monster death -> target -> targetname.
With custom qc, probably. Monsters certainly can use trigger_teleports, so presumably a custom trigger can be created that allows monsters to affect it. Preach would be able to answer that question.
Phait Re: Tex Scaling
#3805 posted by Kell on 2005/07/04 08:40:28
Overscaling textures does not, in my experience and as far as I know, have any negative effects on either the map or the engine. It's purely a matter of aesthetics.
Dag
#3806 posted by R.P.G. on 2005/07/04 09:44:16
I have a door that, for various reasons, needs to be triggered by a custom-sized trigger_multiple. It looks strange when monsters can't open it, but other strange things happen if it's opened like a normal door.
Oh well, I guess I'll live with it one way or the other.
Finger On The Trigger_multiple
#3807 posted by Preach on 2005/07/04 09:47:19
If you want to use custom QC, it's a pretty easy fix. The function you want is
void() multi_touch
in triggers.qc, and you'll spot right at the start the function says
{
if (other.classname != "player")
return;
This, of course, locks out anything that isn't a player, so we want to change that. If you want it so that every trigger_multiple can be affected by every monster on the map, you could replace that line with
{
if (other.classname != "player" && !(other.flags & FL_MONSTER))
return;
If you don't want a global change, just the option to toggle it, then you'll want to do this.
{
if (other.classname != "player" && (!(other.flags & FL_MONSTER)||(self.style == 0)))
return;
Then set the style of the triggers you want to be monster usable to 1, and leave the others with style 0.
Preach
#3808 posted by R.P.G. on 2005/07/04 10:59:07
Thanks for your comment. Unfortunately, I would really prefer to stick with default Quake progs. Thanks anyway, though. :)
Yay...
#3809 posted by distrans on 2005/07/04 21:26:17
Levitating Monster?
#3810 posted by . on 2005/07/06 01:54:03
Is there any such QC I might be able to implement to levitate a monster?
I figured I could take a crucified zombie and have it follow path_corner - but it didn't move. I figured I could place a func_door, plat or train beneath it and it'd push the zombie up -- nope.
My only other option is to make the zombie out of brushes and apply it's texture, then make that a func_whatever - which I'm going to try.
Floating Monsters
#3811 posted by Preach on 2005/07/06 02:53:06
How active do you need the monster to be? If it's just a matter of having a crucified zombie follow a path/float up and down a bit, that's quite simple. If you want to make a monster that works completely, attacks and dies and stuff, while levitating, that's a much bigger change(you'd probably have to make it a full blown flyer like a scrag is).
Floating Zombie
#3812 posted by . on 2005/07/06 02:58:52
Just a simple levitation - 2 paths for it to rise up and down to "hover" from, and a speed I can set.
"Error 40: Portal Not Bounding Leaf"
#3813 posted by Jago on 2005/07/08 19:05:21
I am having some problem with my map, qbsp.exe crashes with an "Error 40: Portal not bounding leaf" error. What could be causing this?
I Don't Think
#3814 posted by aguirRe on 2005/07/09 03:00:34
I've ever seen that error before. It happens during generation of the prt file.
Please send me the zipped map+wad and I'll see if I can at least add more info to the message.
QME Full
#3815 posted by aguirRe on 2005/07/09 03:03:28
Does anyone have a working link to this? The previously mentioned Edgefile link doesn't seem to work (Invalid URL request).
AguirRe
#3816 posted by Mike Woodham on 2005/07/09 03:28:03
Try this:-
http://www.xs4all.nl/~renep/quakeme/qme31_p2.zip
The .zip has a patch file to take the Lite version to the retail 3.1 version. I have this and there is no restriction on the number of frames it can handle.
It is now free, not warez.
Thanks
#3817 posted by aguirRe on 2005/07/09 04:51:20
I already tried that file, but it didn't seem to work with the Lite version. However, I finally managed to find the full 3.0 via Google's cache of Edgefile. Now I could patch the 3.0 to 3.1 and all seems good.
RE:
#3818 posted by Jago on 2005/07/09 06:17:31
Weird, I have removed some complex structures and the error vanished.
Trigger A Trigger
#3819 posted by . on 2005/07/10 07:06:17
I have a platform that won't be useable until the power is turned on to full. It's actually a func_door, and I have a trigger_once inside the plat cage that will start the plat only when the player is inside it.
I was wondering if theres anyway to, once the power is on (a func_button or something) - it will make that trigger_once valid - but until then, it wouldn't work.
Otherwise I'll just have to make a func_door in front of the plat that will be open once the power is turned on.
So...
#3820 posted by wrath on 2005/07/10 07:56:03
what bsp, light and vis compilers are the beautiful people using nowadays?
Wrath
#3821 posted by Jago on 2005/07/10 08:30:15
http://user.tninet.se/~xir870k/
Compile utilities from Aguire aka Bengt Jardrup.
Jago
#3822 posted by wrath on 2005/07/10 09:04:52
muchas gracias. may your camel never stumble or fall.
Other Things
#3823 posted by . on 2005/07/10 09:07:52
I've been searching around a few editing sites and can't find the answer.
1.) -- How do you switch a texture upon trigger? I have a set of lights that turn off, one by one (player passes through several trigger_once brushes), I'd like the light fixture's texture to switch to the less-bright light texture, once that particular light is switched off.
2.) -- Where/how might you edit the end episode text, or add such a thing to the last of a set of maps?
#3824 posted by czg on 2005/07/10 09:22:26
1.) The brush with the texture you want to change must be a func_wall, the texture name must start with +#, where # is either a number or a letter. The texture will animate in sequence of the numbers/letters, and when the entity it is applied to, it will toggle between animating the letter sequence, or the number sequence. In your example, you'd need a texture called +0light_whatever for the on texture, and +alight_whatever for the off texture. Put the +0.. texture on a func_wall, and target the func_wall to toggle the texture on/off.
2.) Changing the text must be done in the progs.dat. Check out client.qc line 162 and onwards. There are if/then/else statements for the various endlevels there that print out the text. You can add your own text there.
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