#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.
#4290 posted by Maric on 2005/09/24 14:24:56
I think your only triggerable option is to have a func_door that squashes the player.
This is pretty much what I ended up doing, although in a reversal of what necros (thank you btw) suggested. I have the brush coming up from the floor smashing the player up into a clip brush. I guess it works out ok, I'll find out via beta testing...
The map is ready for a beta run, anyone interested?
Maric
#4291 posted by Kell on 2005/09/24 15:43:48
one last suggestion, hope it isn't too late:
You could make the floor of the area a func_door that drops a short distance, maybe 8 units, into a trigger_hurt with massive damage. Just as long as the trigger_hurt was lower than the func_door's raised position, but higher than it is in its lowered position...if you follow o_O
The advantage to this over the vertically moving crusher is that you won't need a clip brush or other solid 'squish' surface overhead.
I used this mechanism for the sacrficial pit in my early DM map Animositania, as an anti-camping measure where the pent was located.
Ooooooooh...
#4292 posted by Maric on 2005/09/24 16:18:20
You could make the floor of the area a func_door that drops a short distance, maybe 8 units, into a trigger_hurt with massive damage. Just as long as the trigger_hurt was lower than the func_door's raised position, but higher than it is in its lowered position...
I like that one and its not too late either, I am in no hurry.
Making that change does not change my need to have it tested in the current state that it is in. It is "finished" and fully compiled, I need suggestions on items / weapons loadout and layout, some lighting tweaks and comments on exactly what is the most common approach to clipping architecture.
/me throws out some bait...
http://www.maricscabinet.com/1q2a.jpg
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