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Map Jam 7 - Back To Base
The time has come once again.
The time to go forth and map, IDbase style. More specifically, Than�s APSP2, a loving ode to water, pipes and plumbers. Map Jamming is about creating maps of any size or detail level over several weeks, using a certain theme and/or texture set.

For this seventh of maps jams, the Quoth mod with be employed. Grab it here:

https://tomeofpreach.wordpress.com/quoth/

Any questions or comments, please post to this thread only.

Theme � Back to Base
Deadline � August 11th, 2016
Texture Wad - There are texture wads for this jam that include many theme related textures. It is not required to use these textures in your level, they are provided for inspiration and convenience only! Check this texture repository for more wads : https://www.quaddicted.com/files/wads/

Compile Tools - It is recommended that you use EricW's updated Quake compiler suite as they add much new functionality to lighting and visibility. It even has surface lighting!

Download EricW's tools : http://ericwa.github.io/tyrutils-ericw/

Download worldcraft / Jackhammer fgd for these tools> : https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd

Engine:
Quakespasm / Fitzquake. The usual suspects.

Theme reference images:
http://www.quaketastic.com/files/Jam7/jam7_boilerfeedpump.jpg
http://www.quaketastic.com/files/Jam7/jam7_coolingtower.jpg
http://www.quaketastic.com/files/Jam7/jam7_coolingtowerinside.jpg
http://www.quaketastic.com/files/Jam7/jam7_filtration.jpeg
http://www.quaketastic.com/files/Jam7/jam7_refinery.jpeg

Download the Map Jam 7 zip:
http://www.quaketastic.com/files/Jam7/Map%20Jam%207.zip

Please post WIP shots of your maps. There�s nothing like a few constructive words to fuel one�s inspiration.

Lastly, a list of mappers streaming their mapping skills:
http://twitch.tv/ionous (Ionous)
http://twitch.tv/tddaz (Daz)

If you want to be added to the stream list, just post below.
Thanks to Daz making the introduction video (which shall be forthcoming).
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Distracted. 
Had a good burst going in but got wrapped up with other things in life and now am on vacation. I'd still like to try and finish even if the level is super short. Did the deadline get extended? 
 
Deadline is~ tomorrow, but ionous said that it doesn't matter if.. couple hours are off or something like that, hopefully he makes it more clear than I do. 
Princentvice 
Deadline is tomorrow. 
 
Have to say, that if there is only 4 entries (4 maps), is that kind of small compared to earlier jams? Or do people like more medieval/outer world themes* 
 
Well it's going to be tight, and chopped to bits, but I may be able to finish something by tomorrow night after all. No promises, but I'm in a groove and things are moving along.

Two things, if I may:

First, another FGD update, fixing the display of spawnflags for info_command and trigger_command. Jack's current method of combining classes prevents the spawnflags from being merged, so manual intervention was necessary.

Second, a question for Quake engine experts: is there a way to save and restore the value of a console variable?

I'm targeting Quakespasm with my map, but I also decided to test in Darkplaces, and noticed a strange physics problem in that engine. Some research led me to a DP console variable that will solve the problem, and I can use Quoth's info_command_spawn to fire the command when the map starts. The physics will behave in Darkplaces, and in Quakespasm the command will simply have no effect.

Unfortunately that will override users' settings for the rest of their session unless I change it back, so when the map ends I'd like to set the variable back to whatever it was before I changed it. It's easy enough to set the variable to 0 on map spawn, then to 1 right before you exit, but if a player has, for example, set the variable to 0 themselves in their autoexec I don't want to change that.

I thought about maybe firing an info_command that ran "exec quake.rc; exec config.cfg; exec autoexec.cfg" to make sure the engine and player settings are all restored, but I don't know if that's a complete list of the necessary scripts (would I need default.cfg in there somewhere too?), the right order in which to execute them, or if the whole idea is just too heavy handed.

Is it possible to do something like what I'm after, or should I just set the variable and forget about it? Or, alternatively, forget about Darkplaces? I don't use the engine myself, but I'd hate to just abandon support for it if I don't have to. 
 
quake.rc itself runs default.cfg, config.cfg, and autoexec.cfg (in that order). 
 
It also runs commands specified at the command prompt, so beware. 
Tens 
Which DP cvar?

Most should default to quake compatible physics since 2013-03-01, see that news post on: https://icculus.org/twilight/darkplaces/
Maybe confirm you don't have an old DP config lying around that isn't the current default.

I wouldn't exec quake.rc in a map.. for one, it'll re-execute any command-line arguments with the + prefix, so it might jump out of your map if quake was launched with "quake.exe +map xxx".

Setting the cvar and forgetting it seems OK, or just ask ionous to add it to the jam's quake.rc maybe? 
Ouch 
+map, jesus, I was asking myself "What did dwere mean by 'beware'?" Thank you both for the info and warnings!

Sorry to have left out the details, it's sv_gameplayfix_nogravityonground that seems to be the issue. Darkplaces defaults to having that disabled, but Quoth 2.2 apparently enables it to work around some sort of problem with "BSP model collisions", as mentioned by Preach in this exchange.

I have a downward moving lift in my map, and with that cvar enabled you bounce as it moves down, and slide around if it moves diagonally, even at a comfortably slow pace. Disabling it again fixes the problem. Of course then I'm mucking with Quoth's defaults, which I don't love either. 
 
Light started crashing... any ideas what can cause that? 
 
What does the console says? 
Problem Is It Doesn't Say Anything, It Just Crash... 
Try Doing It Again? 
 
If I could remember, I managed to make Light.exe to crash earlier but I don't remember what occurred it. Is the Light.exe what is crashing while compiling? 
Light Crashes 
feel free to email me the .bsp and light.exe command-line args and I will look into it.

alternatively try this binary (source code) which has a few crash fixes over 0.15.5. 
#431 
Ok ericw, I managed to fix this. I made one side of the wall SKIP by accident and I had some weird leak that wasn't detected before.

So as usual, user error - main cause of problems ;D

Thanks anyway. 
Is This Critical Or Not? 
I have no Errors but 2 warnings occurred, console says something like: Warning CutNodePortals_r: New portal was clipped away near (xyz position).

I checked that area.. and near that are was indeed one complex geometry.. but even though putting everything in grid and making sure there should be only integer values.. but that place hasn't give me any bugs or anything while testing so I guess that is not that critical? I will fix it later.. if I can figure out what causes it. 
Newhouse 
Check this:

http://web.comhem.se/bjp/tooltips.txt

That issue is not critical at all and quite common, you can have many and the map runs.

As it is a jam and you are quite limited by time, my advice is for you to ignore them except if you gather quite the number, if the map isn't much advanced or if you can identify the brush with the coordinates easily. 
2 Quick Questions 
1. How do I check triggers 'on' after picking for example gold key?

2. How episodegate works, just quickly wondering because I'm made episodegate.. endgate whatever ever, hopefully it's laughable easy to make. 
 
I meant to say "I haven't made episodegate ever" 
Quoth Bible 
 
Thanks, I just love these wall of text documents* sometimes I just don't have enough patient to read all of it especially when tired - but I will get it one try. 
 
The thing is that, I'm not good at understanding too theoretically spoken english, because it's not my native language and I'm struggling with it every day.

So it is not info_logic_inopen because it talks about gates or something. 
 
Okay I haven't read documents but only logical thing that comes to my tiny head is that.. I can set whatever trigger type "off" by using spawnflags, right? Then giving it targetname "ActivateMePlease".. and when I pick up key, key has target "ActivateMePlease", hopefully it works because that is only logical thing that comes to my mind right now. 
Episodegate 
I worry that you don't really want an episode gate in your map. They are used to mimic the walls that appear in the Quake start map when you complete an episode. So they are only useful to block routes if a player visits a different map and then comes back to yours. Maybe it's best if you outline what you're planning and we can advise if you need an episodegate or an alternative class.

For activating triggers, what you want is a logic gate. For the following explanation, I will suppose that the trigger opens a door, and you only want the trigger to do that if the gold key has been collected.

Step 1: Create a small sealed box outside the rest of the map.

Step 2: Insert an info_logic_inopen into the box. Modify the targets and targetnames so that the trigger targets the info_logic_inopen and the info_logic_inopen targets the door. At this stage, the trigger should still open the door at all times.

Step 3: Encase the info_logic_inopen. Create a func_wall inside the box so that the info_logic_inopen is completely embedded within it. After this step, you should find the trigger stops opening the door.

Step 4: Killtarget the func_door. Set the gold key entity to killtarget the func_door. This will occur when the key is collected. Now, the trigger should begin working as soon as the key is collected but not before. 
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