For The Melee Only Golem
#376 posted by Qmaster on 2016/12/21 14:24:09
Could be because th_pain is never assigned.
Here Is Something To Try
#377 posted by Qmaster on 2016/12/21 16:14:08
Set the melee only spawnflag but also set the statue spawnflag. If no error occurs, then it is definitely because it doesn't set th_pain. The golem_wakefinished function sets th_pain for you after the statue wakes.
@Qmaster
#378 posted by damage_inc on 2016/12/21 22:16:32
That's how I am getting this error. I start with those spanwflags(melee only + statue) set!
I think it is when he goes for the "punch" animation that it occurs. Also, maybe, I'm not positive on this, in godmode it doesn't happen?
I'll try one of the AD maps and see if it is specific to ME! Hindsight, I should have did that to begin with :(
AD 1.5.2
#379 posted by Qmaster on 2016/12/22 04:57:42
I'll take a look at the golem crash later when I have some time. In the mean time, are there any other known bugs anyone has found. I don't think Sock or the other mod members would mind if I do an updated code patch for any other loose ends.
(DISCLAIMER: I operate on the principle of improving what is open source for the benefit of the mod community. Any bugs that I claim to fix or any features added are soley the whim of Qmaster and in no way reflect the mod authors intention or approval unless specifically stated by one of the official members. I only offer services purely because Sock has stated he is no longer updating the mod (why would he, maintaining a mod is a lot of work, especially when so many people keep throwing out feature requests (Yes, I may have been one of those people, at least I know how to implement them ;) .)))
#380 posted by Mugwump on 2016/12/22 10:21:02
One thing that would be great is that all you AD modders would gather together to implement your stuff into a "main trunk" mod instead of each being a separate fork of the original AD...
This Is Turning Into Quite An Early Christmas Present!
#381 posted by generic on 2016/12/23 15:40:36
I've just finished Leptis Magna with only 1 secret left to find and all but 2 kills on normal -- there are 2 gargoyles that won't wake up. Epic awesomeness! Looking forward to Terror Fuma next, then MFX's and Sock's remixes. Cheers!
#382 posted by PuLSaR on 2016/12/23 16:11:31
there are 2 gargoyles that won't wake up
They wake up when you get one secret.
#383 posted by dwere on 2016/12/23 20:52:06
In the mean time, are there any other known bugs anyone has found.
Single-shot weapons (like SSG) have been broken for a very long time. Symptoms: if you release the trigger at the wrong time, the weapon's animation will loop again without actually firing; during continuous shooting the muzzle flash frame comes too early.
My fix redone for 1.5:
https://drive.google.com/open?id=0B9DxOfPvG2G1TDdaamhvZkJraTg
Disclaimer redux: I dunno if it will break your mod or blow your house up. The fix Works For Me(TM), but it's probably deficient in some way, because I have little experience with QC or programming in general.
What it does is it steers the animation to the idle frame and makes it stay there, unless the player keeps shooting. Or something. I already forgot.
Elusive Secrets
#384 posted by anonymous user on 2016/12/24 05:58:50
To those struggling to find final secrets on various maps even with noclip, here's a last-resort solution: boot up the source map in JACK, pull up the entity report in the map menu and filter the entities by class to "trigger_secret". Then you can go down the lines and hit "Go to" on each one to center yourself on the trigger in the 3D view and see if the surrounding area is one you've been to before. You can narrow it down that way.
Oh
#385 posted by sevin on 2016/12/24 06:02:01
Wasn't logged in. I feel obligated to claim responsibility for my work-around. Please send your e-donuts to me via the teleportation station at Metal Monstrosity.
Triple Posts
#386 posted by sevin on 2016/12/24 06:05:00
Speaking of Metal Monstrosity, I downloaded and played the original today before I realized AD 1.5 contained a remixed version. I thoroughly enjoyed the original, though ledge-crawling for secrets was tedious and dodging Bob-fire above the void was stressful to say the least. What's new in the remixed version?
#387 posted by lpowell on 2016/12/24 08:21:03
Better flow overall, just a much smoother and more satisfying experience with better secret-finding, and it greatly benefits from AD's expanded base roster. Though if you don't like fighting over voids that hasn't changed.
#388 posted by dwere on 2016/12/24 09:08:59
I like the updated azad, BTW.
#384
#389 posted by Mugwump on 2016/12/24 09:43:51
This could be useful, thanks. Only in JACK or does TB have a similar feature?
Mug
#390 posted by sevin on 2016/12/24 15:56:24
I could be wrong, but I think only VHE derivatives had an entity report feature.
Stage Dive Left
#391 posted by sock on 2016/12/24 21:57:34
Sock gets trolled
Indeed I did, last time I listen to proxy server trolls! :P
I am the person formerly active in this community as goldenboy. Post #270 was not written by me
I am sorry for the confusion, I did find it strange how you were so angry with me, sorry for accusing you. Lesson learned, always ignore proxy server people, they are a waste of space!
what will happen with ad_sepulcher?
I plan to finish the map next year and release it as something separate using the devkit.
If we could get the monsters that were going to come with it at least
There are only two monsters reserved for the map, boil and boglord. Really want to save them for the map, as the new monsters have special setups and uses.
I don't think Sock or the other mod members would mind if I do an updated code patch for any other loose ends
I am sorry to be the Destroyer of Dreams here, but I would prefer no community patches for AD. The MOD is finished, lets all move on to the devkit and start creating new and different MODs!
Arcane Dimensions was a crazy long two year project and now its time to move on (for everyone). If anyone wants to create more AD style content then please use the devkit! :)
Sure
#392 posted by Qmaster on 2016/12/25 04:49:23
No problem.
You heard the man
GO MAP! And have a Merry Christmas!
Bah Humb..
Terror Fuma was a great one ... A crazy bastardized base level. Couldn't find my way up top though... might give it another go.
FYI
I do have 2 maps that were about half-finished for AD... I am hoping they will see the light of day eventually. :)
It's a shame that Quake has a directory requirement for mods. I like the named .pak thing that Preach made for Quoth, it's a super neat way of keeping your files under control :)
Hype.
#395 posted by Shambler on 2016/12/25 17:52:13
what will happen with ad_sepulcher?
I plan to finish the map next year and release it as something separate using the devkit.
Nice one sock, at least another cool map will see light of day.
Pak Management
#396 posted by Preach on 2016/12/27 22:02:17
It's a shame that Quake has a directory requirement for mods. I like the named .pak thing that Preach made for Quoth, it's a super neat way of keeping your files under control :)
In the past I suggested the idea that engines could support multiple mod directories. The idea was that someone releases a map pack, let's call it "Empires", which requires AD. You'd install the new map pack into a mod directory called "empires", then run the engine with a new command line like like "-games ad,empires". The new engine feature would mean that the game searches three directories in order, first empires, then ad, then the default id1. Nobody took it up though, although some engines do have the -quoth switch which does this as a special case for Quoth.
If you want to DIY switching map packs with the -game command, here's one way that works with all engines. Make a clean install of Quake into a new directory, then install the AD content into the ID1 directory of that install. The point is to set it up so that AD runs from this installation without any -game command line switches. You can then install new maps in their own mod directory, and switch between them using the -game command.
Bonus commentary: The pak files thing was partially a way to achieve this idea without needing engine support. It was also a way for me to test a clean version of 2.2 with custom content, without having any loose files in the directory - it stopped me forgetting to pack vital things because they were elsewhere on my path. If the idea was popular I thought engines might also add some kind of console command that could load a named pak on the fly - but seeing the download stats for the paks the effort would not be justified.
I Usually...
#397 posted by Qmaster on 2016/12/27 22:42:37
Just unpack everything.
@preach - Multigame Dir Is Sloppy, Fragile And Bad Design
#398 posted by Baker on 2016/12/27 23:52:36
Nobody took it up though
The multi-gamedir concept is an extraordinarily sloppy concept and requires someone to be unfamiliar with the Quake precache system, unfamiliar with what Carmack did in Quake 2 and Quake 3 and what Value did with Half-Life and what Zoid did with Quakeworld for downloading.
The Quake precache system, including the QuakeC part is hostile to the idea of this concept. So is the demo system. Where is the information in QuakeC that indicates the source of a file? Or in demo playback.
The idea only sounds great to someone who isn't thinking about co-op, doesn't ever use an engine that supports map/model download and doesn't ever do multiplayer.
Have you ever connected to a DarkPlaces or Quakeworld coop server and watched it download the maps and models and then you play?
Is your plan to break that type of functionality?
Furthermore, how many mods ever reach a completion state to be trustable for multi-gamedir?
Answer: Not even Quoth.
Quoth updates frequently alter map author's maps in ways not necessarily wanted by the authors of the maps (I believe Negke and RickyT23 are examples. I had a complaint about a behavioral change that affects Warpspasm).
So hipnotic and rogue are "safe", but in large part because they have been undeveloped for 20 years.
Quoth has largely been safe because there were 6 years between the update in 2008 and the one 2014.
Furthermore, the Quake Injector doesn't support it and many people depend on it to play maps.
And even if it did, it introduces an extremely fragile and spaghetti-like relationship between mods. Ask any who has tried to use multiple content replacement paks in DarkPlaces how easy it is figure it out when things go very badly.
Perhaps gamedir has a brushmodel and a replacement texture for it, perhaps gamedir b has a brushmodel and no replacement texture for it. You will get the lovely combination of the a model getting a wrong replacement texture being used. This is just a trivial example.
Add to that!
PHYSICS
FitzQuake 0.85 introduced physics being affected by model dimensions. The actual gameplay of a mod can change if the wrong model or even a different model is used.
Multi-gamedir is a huge attack on:
1) Compatibility
2) Predictability
3) Author's intent
4) The engine being able to accurate assess exactly what the required content is
5) Communicating that to the client.
6) Introduces a whole new level of fragility where mods are now co-dependent and can break one another with the slightly change.
A few years ago you were the one with a creative comparison of numerous DarkPlaces incompatibilities and comparing it to Internet Explorer 6. It caused some changes to DarkPlaces to occcur to at least be more predictable and far less mod breaking in the default behavior.
But what you are suggesting is even worse.
You aren't making this terrible suggestion on purpose, I know ...
But rather you are making this terrible suggestion from a lack of diversity --- the tragedy of your idea is easily witnessed in wild with DarkPlaces pk3 support and replacement content and users crying for help saying "I want A to work with B" or "I want this progs to work with this content".
/All of the weaknesses and tragedies of multigame dir support are hiding in plain sight in reading DarkPlaces related posts in the QuakeOne forums.
It doesn't take reading more than 4 or 5 posts related to use of multiple pk3 or multiple gamedir content conflicts with DarkPlaces to get a quick handle of true horrors ...
#398
#399 posted by Kinn on 2016/12/27 23:57:24
Preach
just got PREKT
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