#401 posted by Vodka on 2003/08/04 00:22:48
readup - bsp
all the links look fine in the editor (you know it draws the lines) and I even hand-checked the map in the notepad - all targets matched.
The Same Old Question
#402 posted by pdictter on 2003/08/07 02:11:11
im pretty sure everyone has asked this, so here it goes. does anyone know of some ass-kicking q1 textures?
see, today i wanted to start a new level but well, had no ideas with the original quake textures... so yeah.
thats it.
Textures
#403 posted by R.P.G. on 2003/08/07 02:53:19
Astonishing Panoramas Of The Endtimes
#404 posted by pdictter on 2003/08/07 03:40:27
YAY! thanks dude. hehe.
Re: You Could Try
#405 posted by R.P.G. on 2003/08/07 14:23:25
the "-nocount" option in TyrLite to see if it's console window related. In Win9x, the interaction between 32-bit console apps and the actual console window is a complex beast.
aguiRe: I've been using the -nocount option lately, and it seems like the light times are more consistent now. The -extra light after a fast vis has been approximately the same since I started that, and during the full compile I just did TyrLite took about the same amount of time as during the -fast vis compile.
Again, since it appears to be more unpredictable than I initially thought, I have no idea if this actually means anything.
Not The Point
#406 posted by czg on 2003/08/07 17:55:44
...if it takes two minutes or four. What matters is; did it or did it not crash and delete your porn collection?
W_LoadWadFile: Couldn't Load Gfx.wad
#407 posted by R.P.G. on 2003/08/08 01:53:35
HeWhoWishesNotToBeNamed (that's a lie, actually) gets the error message W_LoadWadFile: couldn't load gfx.wad from FitzQuake after using Tigger-oN's compile.bat to compile the map, move it into the appropriate dir, and load it. I don't really have any more details, but apparently if he just runs FitzQuake after the .bat is through running, and loads the map then, everything is fine.
^^ I'm With Him
#408 posted by Dietz on 2003/08/08 01:56:02
yeah what he said... it really torques my ass crack
RPG:
#409 posted by metlslime on 2003/08/08 03:34:19
This is a problem with quake in general, when running from a batch file. The problem is that the working directory is wrong. To illustrate, this doesn't work:
cd \
c:\games\quake\fitzquake
but this does:
cd games\quake
fitzquake
Couldn't You Do...
#410 posted by bascule on 2003/08/08 08:00:23
...
cd \
c:\games\quake\fitzquake.exe
Surely that would work?
Responses
#411 posted by R.P.G. on 2003/08/08 12:51:05
Thanks, metlslime. With that information Dietz should be able to get everything working 100% now.
bascule: Try it. I just did. I get the same error message that Dietz gets.
Bascule:
#412 posted by metlslime on 2003/08/08 14:12:54
that's the thing i said didn't work.
Wow I've Been Needing Lots Of Help Lately
#413 posted by R.P.G. on 2003/08/08 16:04:36
Okay, so in Q1 I want this key door to play doors/baseuse.wav when the player has the key and touches it. When "sounds" is set to "2" on the door, baseuse.wav does not play; however, when it's set to "5" baseuse.wav does play. Of course, it also complains about the sound files not being precached because there is no corresponding set of .wavs for that sounds number.
If I play some trickery on Quake and set "noise1" to "doors/baseuse.wav" and "noise2" to "misc/null.wav" then the sound plays, but only after the door has stopped moving. This feels odd and is not the desired effect.
Any ideas on how to get this working how I want?
There's A Bug...
#414 posted by metlslime on 2003/08/08 16:10:39
in the id progs.dat where it tries to play both the door open sound AND the door unlock sound on the same channel, thereby cancelling one out.
If you don't want do include new progs.dat, try this hack: make another func_door hidden in the wall or something, and have it open at the same time. the locked door will play the unlock sound, and the hidden door will play the open sound.
Solution!
#415 posted by R.P.G. on 2003/08/08 16:48:52
Thanks to metlslime and czg for helping me out with this. If any of you want the solution, here is the info:
"classname" "func_door"
"sounds" "5"
"noise2" "misc/null.wav"
"noise1" "misc/null.wav"
"angle" "270"
"target" "goldkeydoor"
"wait" "-1"
"spawnflags" "8"
"classname" "info_notnull"
"use" "train_wait"
"sounds" "1"
"noise" "doors/baseuse.wav"
"wait" "-1"
"targetname" "goldkeydoor"
This creates a func_door that requires the goldkey, and plays no sounds when opened. It targets the info_notnull which plays the baseuse.wav.
Sadomasochistic Behaviour
#416 posted by R.P.G. on 2003/08/08 17:25:47
<czg> RPG, you could just have set the doors "sounds" to 0, then you don't have to set the noise fields yourself
Yes. So, if "sounds" "0" is used in the func_door, then you don't need to set the "noise1" or "noise2".
Just an FYI if anyone here is trying to use this.
M33p
#417 posted by DaZ on 2003/08/08 17:50:54
cool, thanks. That is very helpful! No im not being sarcastic :)
Eh?
#418 posted by R.P.G. on 2003/08/16 23:17:57
Do func_trains in Q1 not like "wait" values that are decimals? It doesn't wait at a path_corner when I set "wait" to ".25".
Begs The Question...
#419 posted by DaZ on 2003/08/16 23:55:14
Why would you want it to wait .25 instead of 1? :)
...
#420 posted by R.P.G. on 2003/08/17 11:17:09
Because I have three func_trains. They all move together at 64 units/second to form a single structure. I want one of the trains to pause while the other two trains move 16 units in opposite directions, and then I want them to all start moving again in sync.
d/r = t. 16/64 = .25 seconds to pause.
And since the trains move about 384 units before coming to this spot, I don't want all of them to move at 16 units/second because then the player would have time to shit, shower, shave, and do whatever else they wanted before the train got to the final destination.
ROFLMAO
#421 posted by quaketree on 2003/08/17 17:15:17
"because then the player would have time to shit, shower, shave, and do whatever else they wanted before the train got to the final destination."
Weirdness
#422 posted by R.P.G. on 2003/08/17 18:21:55
I set "wait" "1.5" and it actually waited one and a half seconds at the path_corner. I still want to know why "wait" ".25" (or "0.25" for that matter) doesn't work on func_trains.
R.P.G.
#423 posted by Kell on 2003/08/17 18:25:14
Try using 0.2. Just for a laff.
Hrm
does the q1 entity/whatever file gtkrad uses have 'wait' as an integer value? if so, maybe its getting sliced to 0 somehow? probably not, but worth checking out i guess. (more likely a quake thing though)
�_�
#425 posted by R.P.G. on 2003/08/18 00:45:23
Okay...
Partly influenced by Kell, partly influenced by SPoG, and partly on a lark, I set "wait" ".5" and it waits the perfect amount of time and everything is in sync. This makes no sense to me, because the main bit is only supposed to wait while the other two bits move 16 units at 64 units/second. Unless all trains automatically pause 0.25 seconds at each path_corner, this is beyond my comprehension.
But hey, it works. I'm happy. Sort of. Now I don't have an excuse for czg as to why I haven't released the map.
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