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.
Metlslime
#5083 posted by Ankh on 2006/06/05 12:04:36
I can't send you the bsp right now for some reasons. Maybe in few weeks.
Thanks for the info.
Items
#5084 posted by ijed on 2006/06/06 11:05:29
running across the same problems ATM with item boxes; like in my last map I'm rotating them all randomly to give that more natural feel instead of a load of regimented nail packs sat in rows - it's bad enough that demons and hellknights helpfully leave bundles of shotgun shells lying around anway just in case a slipgater blunders into the place.
The only way I've found is to playtest and make a long list (ie. handwritten) of what's missing / intersecting with other stuff.
For now it's just 16WC units from anything else and testing in a dummy map before cop/paste into the final version when they have to be close together or near a wall.
Well
In my case, since the map in question will have its own progs, I put some code in PlaceItem() in items.qc that, if the item has a certain xadjust or yadjust flag, it will set the x or y origin plus or minus 16 units. Just needs to be called after droptofloor() obviously. Doesn't appear to be a workaround for standard progs though. :(
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