Trigger_push...
#4693 posted by JPL on 2006/01/20 00:05:29
neg!ke / Mandel: I made this mistake in my very first tests, but I corrected this by a space of 128 between the 2 right angled tunnels, adjusting speed to force the player to go forward whatever he does.... but it didn't work... :(
BTW, I'm trying to build an horizontal wind tunnel not a vertical one... it's a little bit different I guess...
metlslime: Thanks for the Antediluvian sources, I've just downloaded the stuff.. I will open it in editor this evening... For sure it will help me to understand how it works... ;) as your map was full of wind tunnel that work fine, I guess I will find a good soluce there.. Thanks !
Preach: Yes I already noticed that with trigger_multiple I'm using in my current map... But when you said rectangular I hope you didn't mean "cubic"... because my trigger_push are already rectangular in the wind tunnels... and reading your post, I'm afaid that they are "cubic"... I have two parallel wind tunnels in the map (which are very long, and use trigger_push that push in opposite direction, just to be able to go to, and go back quickly to a secret that opens on the end area... anyway..), it would explain why I get stucked ingame.... hhhmmm I will try with several smaller trigger_push.. maybe it will solve the issue...
OK, Thanks for the support: You all rock.. It's my first test with trigger push, so I'm discovering the feature ;P ... I will let you know if I have further issues with trigger_push.. As usual: no new post will mean issue solved ;) ... Thanks a lot again...
Kell
#4694 posted by Ankh on 2006/01/20 01:09:57
Thanks for your answers about coop
Cuboid, Not Cubes
#4695 posted by Preach on 2006/01/20 02:47:17
Yeah, rectanglar is the wrong word really, I realised once I posed that. Triggers have to be cuboids, not cubes, which means that you can have sides of different length, as long as all the faces are perpendicular to one another. Basically as long as you make triggers from just one regular brush, and don't rotate that brush(other than 90 degree turns), then what you see in the editor is what you'll get in game.
Trigger_push... Not Fully Solved
#4696 posted by JPL on 2006/01/21 14:15:24
I followed all your advices guys, I even took as example what metlslime did in his Antediluvian map (thanks for the sources, it was very interesting), and I have now at least one of my two wind tunnels that works fine, but the other continues to "glue" the player... i.e: "touching" the second trigger_push make the player progress very very slowly.... and I still don't know why... Did anybody already experiment this strange behaviour? Any idea to solve it?
Maybe
#4697 posted by negke on 2006/01/21 16:13:25
it's because the player is pushed straight into and along one of the (wide-angled) corners - if the wind tunnel is a pipe, that is. in this case simply clip off the corners and it should work better.
Expirience...
#4698 posted by madfox on 2006/01/21 17:36:56
Neg!ke / Madfox
#4699 posted by JPL on 2006/01/22 00:20:25
Well, I already have a 96" distance between each trigger push. I think the issue comes from something else but I can't determine what's really going wrong... The more frustrating thing is that I have exactly build the same pipe architecture in paralell and this one works perfectly... Well... Player will have to walk a little bit as wind tunnel are horizontal ;)
Thanks a lot for your advices :)
Long Width...
#4700 posted by madfox on 2006/01/22 12:50:03
96" is 1.5 x time player size, I think that's a bit too far. At least 32 would do.
Can't you just copy/paste the pipe, and renew the func_push?
MadFox
#4701 posted by JPL on 2006/01/22 23:57:44
Unfortunatly it's not enough... I made several tests, made some copy paste, remove, replace the trigger_push by a new one, change the pipe architecture, etc.. etc.. but it didn't work at all.. Only on on two is workig fine as of today.. I was unable to solve the issue...
And I suspect something else, as I found a massive HOM in the map at the very begining... I don't know if HOM and trigger_push bug have any relations, but I'm afraid there is.. I will try to solve the HOM first, and then will see if it helps for trigger_push... Thanks for your advices: as I already said, at least I have one wind tunnel that works fine...
JPL...
#4702 posted by distrans on 2006/01/23 20:58:54
... try:
a) Raising the push speed of the the trigger_push to double what you have it set at now, or probably more successfully...
b) I'm assuming the player jumps up into the first (vertical) wind tunnel which throws them into the horizontal trigger_push. On the return, why not have them drop into the horizontal wind tunnel (this will work if the trigger_push is shaped close enough to the floor of the tunnel) and return at the same level which they left.
This second one got me around the sticky tunnel problem on an unreleased map. Like you I couldn't get the player to just walk into a horizontal trigger_push and have it work properly.
JPL - Maybe . . .
#4703 posted by ijed on 2006/01/24 21:27:48
I�ve no experience with using trigger puch in Q1 but know a bit about the Q2 version - which act alot differently, because of the physics code.
but:
why not use a clip brush - angled so that the player is bounced / slides in the direction of the horizontal, which then throws them along the tunnel to where you want.
I don�t know if this will work - the old proverb "experiment" probably rings true. You�ll probably have to mess with the push speed and the angle of the invisible brush for a while.
mind you - you could combine clip brushes with multiple low speed trigger_push�s to give the illusion of the player not walking along the horizontal wind tunnel; just a thought.
JPL - Maybe . . .
#4704 posted by ijed on 2006/01/24 21:29:23
I�ve no experience with using trigger push in Q1 but know a bit about the Q2/3 version - which act alot differently, because of the physics code(s).
but:
why not use a clip brush - angled so that the player is bounced / slides in the direction of the horizontal, which then throws them along the tunnel to where you want.
I don�t know if this will work - the old proverb "experiment" probably rings true. You�ll probably have to mess with the push speed and the angle of the invisible brush for a while.
mind you - you could combine clip brushes with multiple low speed trigger_push�s to give the illusion of the player not walking along the horizontal wind tunnel; just a thought.
Distrans / Ijed
#4705 posted by JPL on 2006/01/24 22:37:16
Well, I tried both what you suggested, but I still continue to get "glued" ingame in this part, even if I removed the second wind tunnel (the one that works perfectly...) I guess there's somethig else there... I have to investigate what is the issue...
BTW, could it be the massive HOM I mentionned previously (still not fixed) that impact trigger_push functionality? t's really weird.... Anyway, I have in mind a turnaround, but the player will have to walk a little bit more in this cramped pipes part.. sorry.. ;)
Thanks for your help guys !
Jpl
#4706 posted by null!ke on 2006/01/25 00:01:55
hom and push issues shouldn't be related. the hom might be caused by misaligned brushes - check if all brushes in the concerning area are properly snapped to the grid.
as for the push, you could upload that part of the map, so we can take a look at it. otherwise i have no idea, strange thing...
Just To Let You Know...
#4707 posted by JPL on 2006/01/26 07:43:52
I solved the HOM issue yesterday evening, but it didn't solve the trigger_push issue, as it was expected. So I decided to change the way to progress in the pipes: no trigger_push anymore, just some "sas" doors to open in order to progress... with some surprise behind each one... >D ... I'm now working on monster placement, and I hope to be able to start beta testing soon...
Thanks a lot for all advices ;)
Quake Sounds
#4708 posted by aguirRe on 2006/01/28 08:21:56
Is there a simple utility to convert wav files to avoid the "sound is not looped" or "is a stereo sample"?
Yeah -
#4709 posted by ijed on 2006/01/28 13:50:46
I�d like to know this too. I�ve experimented with basic old windows sound recorder, which generally works.
I don�t know much (next to nothing) about sound editing but if you go into properties and the option that�s probably called "convert now" (I�m using spanish XP and don�t know the translations that well) you can change the Kilohertz to something that quake recognises - but like I say there seem to be some sounds that it will never recognise, and when it tries to use them quake crashes or doesn�t play em - just the standard dud sound message.
I can�t remember exactly what I was converting em to, maybe 16bit stereo? (which was wierd cos it was a higher quality than the recording had been before).
Does anyone know the specific system used?
Quake Sound
#4710 posted by JPL on 2006/01/28 14:11:07
See part 4 of the link below... It sounds the sound is 8-bit stereo... Maybe there exist audio tools that can convert sound to 8-bit .wav file
http://www.gamers.org/dEngine/quake/spec/quake-spec22.html
I hope it helped..
Also...
#4711 posted by JPL on 2006/01/28 14:18:49
Maybe one of these audio softwares could help...
http://www.e-soft.co.uk/
Enjoy !
AguirRe
#4712 posted by Mike Woodham on 2006/01/28 14:38:52
It's Freeware
#4713 posted by Mike Woodham on 2006/01/28 14:39:58
Thanks For The
#4714 posted by aguirRe on 2006/01/28 15:01:45
suggestions and links, I'll check them out. Ugh, big downloads ... ;)
Hm . . .
#4715 posted by ijed on 2006/01/28 18:45:18
on my way out so can�t check yet, but; windows sound recorder everyone has already - why I asked for the specific sound bit / type that quake requires, cos there�s more options for conversion in there that I haven�t used yet.
anyhoo, probly I�ll check those programs also.
Quake:
#4716 posted by necros on 2006/01/28 20:41:08
11khz, 16bit mono, but you can also use 8bit.
and soundrecorder more than suffices for doing conversions.
however, if you're converting down from 44khz or 22khz, it might not always sound good with soundrecorded, and a better sound software might be needed to play around with the sound to make it better in 11khz.
Soundrecorder
#4717 posted by aguirRe on 2006/01/29 05:03:09
That's more like it, thanks!
|