#486 posted by PRITCHARD on 2017/03/22 11:07:34
How are we supposed to enter the path for ambient_custom_sound? Using the noise key, I tried "sound/ambience/liquid_bubble.wav", "ambience/liquid_bubble.wav" and "liquid_bubble.wav" and none of them worked.
AFAIK
#487 posted by damage_inc on 2017/03/22 18:22:06
All custom sounds go in "sound/" but you do not include it as part of your path.
Hence, your "ambience/liquid_bubble.wav" should work as long as it's a valid .wav file, no spelling errors and is located in the "ambience" directory inside of the "sound" directory.
This is taken from an ad_swampy custom sound entity: "ambience/woodcreak2c.wav"
Using "liquid_bubble.wav" would mean that you just have that .wav file under the "sound" directory by itself.
It's pretty straight forward so I don't know why you are having problems with it, good luck.
#488 posted by PRITCHARD on 2017/03/23 00:22:18
I ended up copying an entity from ad_swampy after I decided to check it out myself, and when I put it in my map and changed which sound it played everything worked fine... Honestly not sure what I was doing wrong before but oh well...
#489 posted by PRITCHARD on 2017/03/25 06:50:57
Is it possible to make it so that enemies can't see through transparent water? referring to this change:
+ sightchecks can changed based on water alpha values (water=1;solid)
#490 posted by PRITCHARD on 2017/05/19 16:06:50
#491 posted by Qmaster on 2017/05/20 00:26:17
Grenade resistance is pretty nifty
@pritchard
#492 posted by Baker on 2017/05/20 03:37:54
In the 50 days between your posts, you could have looked at the Arcane Dimensions source code.
Which Sock, being one of the "good guys", made Arcane Dimensions open source as deliberate decision because "it's the right thing to do", not because it was "required to do".
I'm merely pointing out you have many avenues to address your own interests here that do not rely on begging Sock to reply or say something.
???
#493 posted by PRITCHARD on 2017/05/20 07:46:21
It's not like my most recent post was "begging" - it was just a slightly humorous 12 second long video clip.
And neither was my previous one. It was just asking if it was "possible" - as in, can it be done, and if so could you please point me in the right direction and let me do it myself?
Since then I've figured out a solution anyway, so it's not like my most recent post is me sticking my hand up and saying "hey, you forgot about me!" or something obnoxious like that.
#494 posted by Baker on 2017/05/20 09:06:49
I was just saying that Sock kindly went out of his way to enable others to examine, change or inspect the behavior of Arcane Dimensions -- so no one had to depend on him as the only way to know what X does or even change the behavior of X.
if so could you please point me in the right direction and let me do it myself?
As a last and final resort, I would certainly help you.
But what you should really do is is a text search for the source code for the word "sightchecks" and then if you need help ask in the Coding Help thread.
There are others more experienced with QuakeC and far more familiar with the AD code that regularly post in the help threads.
Reading Comprehension
#495 posted by PRITCHARD on 2017/05/20 09:16:46
"Since then I've figured out a solution anyway, so it's not like my most recent post is me sticking my hand up and saying "hey, you forgot about me!" or something obnoxious like that."
"Since then I've figured out a solution anyway..."
"Since then I've figured out a solution anyway..."
Anyway, in the interest of making this post actually contribute to the conversation, here's how you can block AI sight through water in AD without having to recompile/redistribute the entire codebase with your map:
1. set "water_alpha" "1" in worldspawn
2. create an info_stuffcmd with:
"message" "r_wateralpha 0.5"
That's it. You'll be able to swim around undetected by those above you, unless you break the surface.
I'm a bit concerned about info_stuffcmd - I might be setting a user's settings "permanently" when I use it, which isn't great. But still, it's better than making my map require its own folder separate from AD - where it would use up far more HDD space with duplicate files etc.
#496 posted by Baker on 2017/05/20 09:19:53
Cool. Yeah, sometimes I get caught up reading each sentence. Sorry, haha ;-)
Guilty as charged ...
Didn't Know What Thread To Post This In...
#497 posted by anonymous user on 2017/06/15 05:45:39
I've been playing AD today and really like it a lot, but on certain maps (ad_azad, ad_tfuma, possibly others) my framerate crawls to an unplayable slideshow. I've tried it both quakespasm and dx9 MarkV with similar results for each. Is there a particular effect in those maps that would so drastically reduces FPS or what? Most of the time maps run with very high FPS. I've tried looking into settings to mess with, but admittedly I'm not very adept with this stuff.
#498 posted by Redfield on 2017/06/15 07:19:53
I also notice stuttering on tfuma, I think the size of these maps, and thus the amount of polygons being rendered is what is causing the fps to go down. My only suggestion is that you try to turn down screen resolution under the video settings. I am running a low level quad core Pentium with integrated graphics and my frame rate is ok, but only because my resolution is turned down a little. You can also try turning off vertical sync (in game) and anti-aliasing in your video card settings.
Maybe someone with more knowledge can help you more, sorry.
#499 posted by mh on 2017/06/15 07:37:27
QuakeC can also be a framerate killer.
If there are a lot of entities and if anything with exponential complexity is happening in QC, it can easily enough pull framerates down.
Have you tried disabling the AD particles? There's an impulse for this you should be able to find in the readme.
Kind Of Weird...
#500 posted by anonymous user on 2017/06/15 07:45:12
Okay, so I installed Quake and AD in a Linux partition just now, and tried playing the maps again, and for whatever reason the framerate issues are gone. The game isn't going under 60 fps on either tfuma or azad. I'm not sure what the deal is really. Maybe the intel drivers in linux are just better than the one's in windows?
Is There Still Anyone
#501 posted by Mugwump on 2017/06/16 09:13:18
who doesn't know that Windoze is a crappy OS? If only Linux was as user-friendly...
More seriously and on topic, from my absolutely not tech-savvy POV, I doubt it's a driver problem: one would think Intel would take at least as much care of their drivers for the (by far) most widely distributed OS as those for Linux.
I Have A Question
#502 posted by Mugwump on 2017/06/17 06:28:46
for Sock or any AD mapper who would know the answer: is it possible to build a ladder that could be climbed in one go just by simply pressing the forward key (like most other mods do) instead of the slower step-by-step approach? This is fine in more realistic games but in Quake it makes the player lose precious seconds that would be better used blowing things up and/or running the hell away from danger...
#503 posted by Baker on 2017/06/17 07:00:36
Yes, make a very steep clip brush with increments of 2 Quake units steps the full width of the ladder.
All the classic era maps do this and you could build a ladder to a 2nd tier and it will be thin.
Limitation: It isn't practical to use this method for much more height than that.
#504 posted by Mugwump on 2017/06/17 09:30:11
I knew about this method for having seen this done many times since Doom but I was hoping to make really vertical ladders, not what is basically a steep staircase.
Thanks anyway, Baker.
Hacky Ladders
#505 posted by Spike on 2017/06/17 18:51:53
each step needs to be <= 18qu high, and thanks to editors+qbsp compilers with non-integer verticies the horizontal distance can be 1/8th of a qu or so without any issues. Yes its not vertical, but can still be quite steep. That said, precision issues might favour sticking to 16:0.25 per step instead of 18:0.125
You could also sneakily angle the surface behind the ladder in such a way that the slope of the ladder is hidden somewhat.
that said, at high physics framerates it'll feel almost like teleportation... :s
Thank You Spike
#506 posted by Mugwump on 2017/06/17 19:19:07
I'll try that and see how it goes. While you're here, I have a tiny OT question (sorry Sock) for you regarding QSS: is it possible to set water, dirty water, slime and lava alpha levels independently from each other? Also their respective opaqueness when the player is swimming under the surface?
Mugwump
#507 posted by ericw on 2017/06/17 19:46:50
QS (and QSS) have r_wateralpha, r_slimealpha, r_lavaalpha, r_telealpha cvars. Also respective wolrdspawn keys without the "r". Can't have a different opacity above/below though.
OK Thanks
#508 posted by Mugwump on 2017/06/17 20:19:15
But there's no differenciation whatsoever between clear and dirty water, right? Also, I didn't meant "different opacity above/below" but "different opacity depending on fluid type". DP can do that, I was hoping Spike would have borrowed this feature...
Thread Hijack
#509 posted by Spike on 2017/06/17 22:59:34
If you mean q3shaders then no, I didn't add q3shaders to QSS. Only FTE and arguably DP support q3shaders. On the plus side, you can get QSS to spew particles from your water... yay?
Quite frankly, q3shaders suck, which is how DP can get away with supporting them so poorly, while FTE's more complete support means that unmodified shaders end up with no specular/etc.
It would be nice to have some simple material script (instead of 'shaders') that specifies how to handle various textures without significant implementation differences, but that sounds too much like politics for anything to actually come from it.
OK, Thanks For The Reply Spike.
#510 posted by Mugwump on 2017/06/17 23:11:33
Small OT officially over. Since I had this question for you and we were already talking in this thread, I thought it unnecessary to move to the QS thread for such a small question. Should I have moved it anyway? Sorry if it bothered some people.
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