Than / Bambuz
#5058 posted by Jago on 2006/05/30 14:09:46
Than: I don't think I know of any QW players that play with transparent water turned on. It doesn't matter really. If you play QW and use it, the effect will be limited to you only seeing the underwater brushes, but no players/items/etc which are under water because the servers are set up to even out the playing field, to eliminate any possible gameplay advantage a user of transparent water could gain.
Bambuz: yeah well, I worked quite a bit to reduce the greyflash effect in software and did nearly eliminate it. Once I realised I couldn't complete "fix" it without removing A LOT of details I would rather not remove, I discovered the wonders of r_maxedges "10000" and r_maxsurfs "10000" and put a note regarding these variable into the readme. Problem solved.
Than: Also yeah, you can honestly forget about getting the QW population to actually play your map, as frustrating and sad as that may sound.
Than Jago
#5059 posted by bambuz on 2006/05/31 04:24:39
But if the map on the server is watervised, it doesn't know to not send the info from water, no?
All the visible leafs and so on?
Have to test this sometime.
Than: shots look good and inspiring. One thing for dm is there shouldn't be too many protrudings to get caught on (but no need to resort to q3 flatness!). And clipping doesn't help that much, it's uncomfortable when the visual info conflicts with the tactile or sth. Of course some is ok.
Btw, it's very different to dm3 if you can't jump from ring to quad etc at that central megahealth area. :) Dm3 probably overall considered the best 4on4 map.
If you really wanna stretch it, you could watch a demo from quakeworld.nu, they play dm3 among other maps in the NQR finals. There's even commentary mp3 so you can understand what's going on. It's awesome gaming and very tight competition, teams battling for ra control and going for the quad or the pent. Some extreme moves some extreme fuckups. :)
Bam
#5060 posted by than on 2006/05/31 04:57:44
yeah, that area is one that has changed quite a lot...
The layout is more or less the same, but because I changed the heights a little, and added a protruding lift shaft, it is now impossible to jump across. There are entrances at either side to compensate (and for SP flow), but it completely changes the risk factor of coming from the RA,SNG side to the decent side. The quad is now located in between the sides anyway. It's quite different I guess.
Anyway, it's not intended to replace the original map, it is a fairly faithful reproduction of the layout for DM second, and a decent (hopefully) SP map foremost. For this reason, I won't be changing large details like the pillars on the basefront in the shots at all.
It would be nice if the pro players gave it a try anyway (and then bitch about it being not as good or not the same as the original ;)
The sng area is very different architecturally (but using the same layout).
Would you be interested in testing (sp mainly), Bam? It'll probably be ready in a week or so depending on my load at work (crunch time!)
Yeah Than
#5061 posted by bambuz on 2006/06/01 04:18:07
Don't worry too much, the players are unpleasant anyway. :/
There were some modifications of maps, like e2m2tdm which added one lift, changing the connectivity a lot (it's a cross-shaped map, and this lift connected two "ends"), and people still thought it wasn't necessarily that much worse than the originals, they were played in a league administered by link.
So yeah you can change architechture.
I'm sorry but I can't try out quake stuff much nowadays, I've moved temporarily (until july) and don't want to install quake to the computer at the new place. If it's easy for you, you can send it and I might check it out if I have time when I visit my regular home. :)
meizah at gmail.
Looking For A Fast Way To Kill Quake Monsters
#5062 posted by Ankh on 2006/06/03 01:18:53
I need a fast way to kill big amount of quake monsters but I can't use the killtarget -> targetname method. The killed monsters won't be visible by the player. The monsters just need to be removed from the map at a certain time and place. I'm close to packet overflow also.
Any ideas?
Huh
#5063 posted by neg!ke on 2006/06/03 02:14:57
trigger_hurt, func_door crusher, collective telefrag?
killtarget removes them from the map, but doesn't change the monster count.
Neg!ke
#5064 posted by Ankh on 2006/06/03 02:33:39
thanks! I was counting on you :)
trigger_hurt will do
Marksurfaces
#5065 posted by Mike Woodham on 2006/06/04 08:13:54
So, I don't add or remove any brushes. I add 20 or so lights, and about 10 monsters. The marksurfaces reduce from 31688 to 31250.
So, shall I just add another 100 monsters and 100 lights and expect the marksurfaces to drop below 31000? Cause then I can add some more brushes and improve the trim. But honestly, what's it all about?
Mike....
#5066 posted by JPL on 2006/06/04 08:52:35
... really... nobody knows....
?
#5067 posted by Mike Woodham on 2006/06/04 10:30:38
I just added a trigger_monsterjump and it reduced the marksurfaces by another 3!
Arrrrrrgh!
New Question/old Problem
#5069 posted by necros on 2006/06/04 13:17:25
isn't it that WC thing where ammo boxes and health boxes aren't correctly set up in the editor? they are set up to be centered on the origin, when in reality, they are oriented from one corner of the bbox or something...
i think it was czg who had a fix for that on his site
Well
I thought it might be that, but I'm using my pbrsp1.fgd, which I beleive (not 100% certain, it was a while ago) I based on czg's 'fixed' fgd. I don't think czg has it on his leveldesign.org page. czg?
Actually
Mine is based off of czg's. And czg's is available at http://czg.leveldesign.org/q/Quake.fgd
Still dunno wtf with the items.
No Your FGD Is Correct
#5072 posted by czg on 2006/06/04 14:25:40
I've usually found that if you place an ammo box right next to a wall or another ammo box, it will complain that it's in a solid, fuck off and die.
Though I've seen them close together in other maps I dunno how it is done. I usually end up placing the ammo 2 units away from anything.
Ray
#5073 posted by aguirRe on 2006/06/04 14:32:55
I think that could happen if you have an invalid angle key on the ammo/health boxes. I've seen before that having such a key can make those boxes appear partly inside solids or even disappear. Deleting that key fixes the problem.
Argh.
There is no 'angle' key. I even tried putting one in and they still do the same. Oh well, if czg couldn't hack it to work right, then I don't expect I will.
OK
#5075 posted by aguirRe on 2006/06/04 16:23:44
Then it's probably what czg said; sometimes items don't like to be too close to solids or other stuff (lost bonus item).
NotoriousRay
#5076 posted by R.P.G. on 2006/06/04 19:32:57
I recall having a similar issue. I use Radiant. While I've never had an issue with placing items next to each other, if they are next to a wall they will sometimes disappear as mentioned by czg et al. I always place items at least 8 units from the nearest vertical surface.
Alright
Then i guess its just a fact of life, then. I just thought that there was some way to get around it. Away from the walls, they go!
Item Rotation In Quake...
#5078 posted by than on 2006/06/04 20:38:03
In Quake 2 you can rotate items just by setting the angle key, but in Quake, this doesn't work - everything just appears axially aligned. However, I know that it is possible to rotate item boxes because I've seen it done in several maps before - notably one of Neg!kes speedmaps that ends in an underwater tunnel with lots of boxes rotated at funny angles.
How is it done? From memory I thought it was done by giving the item an angles key with pitch yaw roll values.
Please tell me!
By the way, is the fact monsters won't shoot through transparent water a reason any of you sp mappers would consider not vising for transparent water? It's really lame when you can just hide 1 ft underwater and pick off all the monsters without them firing a single shot.
As for the item problem ray is experiencing - it sucks indeed. If you desparately want the boxes next to each other, perhaps you could try placing them staggered above each other so that they are not touching until Quake drops them to the floor. I've no idea if this works though ;)
On Items
#5079 posted by negke on 2006/06/05 00:54:14
yes, items can be rotated either with "angle x" or "angles x y z". the latter was used in said speedmap. though rotation does not prevent them from dropping out if they are too close to a wall, and one has to experiment a bit with their location. it's their bounding boxes that matter here again (same with walkmonster in wall issues).
items can touch other items without problems, they can even be spawned within each other (same origins). they cannot touch monsters, however, and if you place them above the monster, they will drop on its head and stay floating in mid-air when the monster moves away.
than: that sucks a little, yeah. but then again it's not that much of a problem, i guess. opaque water should mainly be considered in terms of vis blocking or visual aspects.
Than
#5080 posted by R.P.G. on 2006/06/05 06:36:48
Yes, I would consider not using transparent water in that case. However, that would of course depend on the balance between how enhanced the visuals are and how much combat can take place in that spot.
Can't Colormap A Non Src_indexed Texture
#5081 posted by Ankh on 2006/06/05 11:36:57
"TexMgr_ReloadImage: can't colormap a non src_indexed texture: lightmap02"
I get this notification (twice) in fitzquake when loading my map. The map loads and plays without problems. What is the meaning of this warning?
I also launched the map in Bengt's glquake and in joequake-gl and I don't get such error.
Ankh:
#5082 posted by metlslime on 2006/06/05 11:44:13
the error message is newly introduced in fitzquake 0.80. Would you mind uploading your bsp, or emailing to me, so that I can examine it?
I'm pretty sure it's a bug in fitzquake and not a bug in your map.
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