PuLSaR
#4265 posted by JPL on 2005/09/21 02:48:08
I have the same problem with my current project: marksurfaces value is around 35000...o_O...and unfortunatly I was not able to solve it :(... and I have to let it as is....
AFAIK, it's not a problem for FitzQuake engine (either equivalent, or better) to manage this too high value: you would only have choppy visual effect ingame with "old PC". And unfortunatly, WinQuake and standard engine should abort during map load.
It seems to be a recurent issue for big maps.. :( ..
Hrimfaxi also has this issue with his last map (tris), and he told me he was able to solve it... We also had interesting discussion about this issue (concerning my map).. so maybe you could contact him directly.. though..
Ffs Guys
#4266 posted by bambuz on 2005/09/21 03:13:34
make episodes of normal maps, not huge-ass maps. It's nicer to play that way too!
Well sorry, I haven't seen what you're working on...
Is this all because of kinn? Some penis measuring contest?
Bal
#4267 posted by aguirRe on 2005/09/21 04:17:52
If you exceed the marksurfaces limit of 32k, I'd suggest not to worry too much unless you experience obvious problems (typically map crashes).
There seems to be some kind of margin before real problems appear and there are several big maps released (e.g. Menkalinan) that exceed the limit without having any apparent issues.
Inside normal engines, bad things will happen immediately when passing 32k, but it might still not cause any harm.
#4268 posted by Kinn on 2005/09/21 05:30:26
Is this all because of kinn? Some penis measuring contest?
*teeheehee* ^_~
Penis Measuring Contest
#4269 posted by PuLSaR on 2005/09/21 08:46:19
a good theme for event =)
Markedsurfaces
#4270 posted by bal on 2005/09/21 11:07:05
Actually, as soon as my map went over the limit (by a few hundred markedsurface), fitzquake became unable to load it (crashes)... That normal? Runs fine now that I'm under again (had to move a part of the map for later use =\ ).
Marksurfaces
#4271 posted by Hrimfaxi on 2005/09/21 12:17:10
Actually you could try to go on mapping on the map as it is.
While working on my last map Tris, I several times went over the max marksurface count.
I found that even if the map chrashed the engine, putting more brushes into the map made the number of marksurfaced drop well below the max again.
Sometimes I had to map in two seperate areas of the map to achieve this but it worked!
I mapped for 5 weeks where the number raised and dropped all the time.
But of course there must be a point where it wont drop anymore, and it may not work in all maps.
I Hate Markedsurfaces...
#4272 posted by necros on 2005/09/21 12:45:07
they're like ants-- you don't know where they come from, but there's a shit load of them.
Hmmm...
#4273 posted by bal on 2005/09/21 12:58:34
How come they go up and down? I'd imagine more areas = more markedsurfaces... no?
I guess I'll be the one to ask the obvious question, what exactly are markedsurfaces?
Marksurfaces Revisited
#4274 posted by aguirRe on 2005/09/21 14:30:50
There are posts earlier in this thread starting here: http://www.celephais.net/board/view_thread.php?id=4&start=1727
including an explanation from metl and several empirical observations that might help.
AguirRe
#4275 posted by bal on 2005/09/21 23:08:28
Thanks. ;)
Well, guess I'll just finish the map for now, and put the area I removed back in once it's done, see if the markedsurface still jump over 32k.
#4276 posted by PuLSaR on 2005/09/22 02:14:40
they're like ants-- you don't know where they come from, but there's a shit load of them. - these words are golden.
I got an idea: I'll save my map as it is atm, and if it starts to crash in progress, i'll make the final battle in a sepapated map.
Teleporting Items...
#4277 posted by generic on 2005/09/22 08:37:04
I have seen this technique achieved in some maps but haven't been able to do so myself.
Is there any way to teleport items (keys...perhaps) in Quake?
Thanks in advance :)
Bsp Wasn't Built.
#4278 posted by Drew on 2005/09/23 13:44:13
when I try to run my map in worldcraft I get an error message saying that the bsp wasn't built, and asking if I want to continue anyways.
Why does this kind of thing happen?
Any idea how I should go about fixing it?
Thanks.
Drew...
#4279 posted by generic on 2005/09/23 14:41:41
Check out the last few entities/triggers you created/changed and make sure there isn't anything funky with their settings. Remove them and recompile the map as necessary. The QBSP_LOG file may be of further assistance.
Good luck!
Anti-camping?
#4280 posted by Maric on 2005/09/23 20:40:30
Ok, I have taken a short detour from my small SP dealy. I have been playing about with a simple DM map and I have an area that is very campable. I would like to have a shoot-able switch that resets every 30 seconds or so and makes that campable area a deadly place to hang out. I'd like the damage to be inflicted for only a second or so and the resest until the switch is reset. In Q2 maps I have used func_explosion with a multiple fire switch. Also complicating things, I have a tele-destination in / at the area I want to target...
Suggestions on the best way to accomplish this?
Well,
#4281 posted by necros on 2005/09/23 21:13:54
you can just make a big door that's hidden in the ceiling and has a very high speed (2000+) and whatever damage you want.
have it targetted by a button with a high wait (30 seconds like you said)
or, you can make the door visible and build a crusher thing and make it a prominent part of the map, whatever works.
Generic
#4282 posted by negke on 2005/09/24 04:11:36
i don't think teleporting items are possible in vanilla quake.
the workaround would be to have a small closet with a door (and an optional func_illusionary) on the ceiling which opens at a certain event, lets the items drop out and then closes to make the surface seem solid again; or let items rise from a hidden hole in the floor.
I've Seen Mods With Grenades That Go Thru Teleporters
#4283 posted by Baker on 2005/09/24 10:12:00
>i don't think teleporting items are possible in
>vanilla quake
I don't know if this counts as an item
Speedrunning Friendly Maps - What Should Be Avoided / Be There
#4284 posted by Ankh on 2005/09/24 11:34:30
Does anyone here care about quake speedrunning? Anyway, maybe someone has some thoughts.
What are the main aspects to make a map speedrunning friendy? The most obvious is to stay clear of clip brushes which block players movement. But I'm shure there are more aspects. What do you think?
Hmmm...
#4285 posted by Maric on 2005/09/24 11:59:56
The moving door will not work out well due to this being an outdoor area... Ain't no lid on da' crib.
I was thinking of an area_damage, can this be toggled multiple times via a button / switch?
Ankh
#4286 posted by aguirRe on 2005/09/24 12:35:27
I'm no runner but a GL, potential vertical shortcuts and slopes should help. If you haven't already, check out RDE: http://www.planetquake.com/rde .
Kell/necros: Re Chapters
#4287 posted by Mike Woodham on 2005/09/24 12:38:10
'By default, mapobjects to do not block movement. To implement this simply, add a clip brush of the dimensions noted above placed on the floor'
Why did you choose not to make the braziers block movement without using clip_brushes? Did you foresee occasions when not blocking movement was an advantage for this/these models?
Maric
#4288 posted by R.P.G. on 2005/09/24 13:53:20
I don't think trigger_hurt entities are triggerable. I think your only triggerable option is to have a func_door that squashes the player. You could, theoretically, have a set of spikeshooters that are triggered by the button, but I suspect that in order to give significant damage, there would need to be so many spikeshooters that they would lag all the players.
Alternatively, you could set a trigger_hurt in the campable area that does 1-2 damage per second. Plenty of time to grab the quad or whatever, but you still don't want to sit around there.
Generic
#4289 posted by Mike Woodham on 2005/09/24 14:11:03
I have teleporting health in my WIP map but I did it by modifying items.qc.
|