#442 posted by Rick on 2016/08/18 01:25:04
CutNodePortals_r warnings are usually ignorable as long as you don't see any actual problems. A common cause is multiple brushes intersecting at very acute angles.
If it bugs you, try turning part of the complex brush work into a func_wall (as long as it's not needed to seal the map).
You don't need an episode gate.
#443 posted by NewHouse on 2016/08/18 01:35:22
Thanks Preach*
And yes, episodegate is not what I'm wanting.. just the simple exiting the map - mapgate or something.. and intermission is.. end camera right?
NewHouse
#444 posted by mjb on 2016/08/18 01:47:20
Trigger_Changelevel for the exit of the map.
Info_intermission is the camera view at the stats screen. If you populate the message key you will get an outro akin to E1M7
#445 posted by NewHouse on 2016/08/18 02:38:54
I have to go to sleep now, and tomorrow is still for me jamming time, right? I'm dead tired right now - I have no time to make the last epic battle scene - so it's just going to be door opens, you see deep dark hallway - you walk into it and the level ends. I'm sure everyone has multiple hordes in map, and I barely even has one.
#446 posted by NewHouse on 2016/08/18 02:48:07
That's all there is going to be, tomorrow goes for scripting mostly, playtesting and adjusting lights.
https://drive.google.com/file/d/0BwxYkKdSD855MjRlbUZ6MHh4eVk/view?usp=sharing
End
#447 posted by mjb on 2016/08/18 04:30:31
You don't have to have a big battle at the end. Pretty sure most vanilla quake maps just fade into darkness.
I'm Out Of Time And Energy... But Still Going.
#448 posted by khreathor on 2016/08/18 04:38:40
Screenshot 01 - I have to change this cables texture... looks shitty now.
#449 posted by Rick on 2016/08/18 06:02:16
Trick for setting up an info_intermission.
Turn on noclip and go find a view you like.
enter in console:
viewpos
it prints a string of numbers like:
(1104 -370 530) 8 275 0
The numbers in parenthesis are your position.
The numbers following are your "mangle" (pitch yaw roll)
Nice Thanks!
#450 posted by khreathor on 2016/08/18 06:31:46
Last Day!
#451 posted by mjb on 2016/08/18 12:14:37
I am getting pretty worn out with this map, which is probably a good thing. Same feeling when I was finishing Horse Named Quake so I know the end is nigh.
I was even able to get one external completely (non-quaker) to test the map and it was with pretty decent results.
I just need to make a run through on all skills and verify I can reach start to finish without any horrendous bugs. If time allows, I may make adjustments to small things but map playability is the biggest concern now.
I will be submitting my map and its files to Ionous this evening!
Rick
#452 posted by NewHouse on 2016/08/18 13:12:41
Oh, and good morning for everybody it's 01:12PM for me now >_>; sleeping rhythm is messed up.. but anyway it's last day.
Thanks you very much, haven't had moment to create intermission camera yet so that speeds up it so much.
There is going to be hard for me to figure out Hard mode, 'cause even normal mode is meant to be a bit tight when it comes to ammunition, and if adding eddies and more stronger enemies if increases the need for more bullets so much*
Khreathor
#453 posted by NewHouse on 2016/08/18 13:17:32
That room looks like a really big trap, it gives that feeling pretty well, and I like it.
It doesn't matter if there is only few maps.. but everyone doing their best that's only that matters really*
#441
#454 posted by NewHouse on 2016/08/18 16:45:13
I tried that.. but my intention was a little different actually. Is it possible to make block calls through info_logic_inopen by sealing them inside brush func_wall and then activating them by killing that brush func_wall?
I Simple Don't Get It
#455 posted by NewHouse on 2016/08/18 16:49:54
I want to make some of the triggers not be triggered until player picks the gold key/enters first time control room.
My intention is to activate triggers ready for backtracking route 'same route you passed earlier', those triggers aren't delayed or triggered immediately, but are ready for the "backtracking".
#456 posted by NewHouse on 2016/08/18 16:53:14
I tried to put info_logic_inopen inside func_wall and by killing that func_wall let the trigger be triggered.. but it didn't do that.. only if I don't seal it, but then it is still "on".
I didn't understand what sealed box meant, so I made sealed box like room and places info_logic_inopen there, but it worked same way with or without being inside box.
#457 posted by NewHouse on 2016/08/18 16:56:13
Please don't say I didn't use the right func_wall.. so there is func_togglewall as well..
#458 posted by NewHouse on 2016/08/18 17:10:02
Sorry making wall of text guys but, Yeah that was the problem this time >_>;
#459 posted by NewHouse on 2016/08/18 17:14:59
But now I'm just wondering how to make actual trigger "off" especially if the trigger is trigger_once. Even though it might not now send that call, it still registers when player touches it and the ambush/attack will never happens.
Don't Feel Bad
#460 posted by mjb on 2016/08/18 17:23:07
Push comes to shove, you are in search for answers.
I wanted a few instances where a trigger was "disabled" until later in the map. I ended up making workarounds to get the result I wanted as I did not want to invest the time into playing with the logic gates.
Good luck to you!
#461 posted by NewHouse on 2016/08/18 17:37:03
But that's the best part of the map >_>;;
Help Please?
#462 posted by NewHouse on 2016/08/18 17:38:18
I really hope there is answers somewhere, I have been trying to undertand that Quoth bible more and more but deadline comes closer and closer.
Multiple
#463 posted by mjb on 2016/08/18 18:24:31
Could you make the Trigger_Once a Trigger_Multiple?
Have the trigger "closed" and then triggered to "open" once you collect the key. Once the player activates the trigger, close it again.
Multiple Or Onlyregistered?
#464 posted by NewHouse on 2016/08/18 18:30:58
I just starting trying that ; )
But I'm sure there will be some complications if trigger activates lifts, traps and so on. Unless I kill the trigger right after activating it.. but if it's func_train (ambush) I how that opening wall don't open and just closes immediately ^^;;
What does onlyregistered means btw?
#465 posted by anonymous user on 2016/08/18 18:31:54
I hope* that opening wall don't open and just closes immediately
Register
#466 posted by mjb on 2016/08/18 18:33:56
Don't worry about that trigger.
Basically used for the shareware version of Quake that would fire off to separate the full version versus the demo.
Yes, that would be what you would want to do. Kill the trigger or close it when it fires off. Even if it triggers a moving func_platform...once it is triggered it will continue to do its func thing.
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