Am I Dreaming...
#5086 posted by generic on 2006/06/06 19:03:55
Or did I once have a texture set with a dinosaur fossil in it? Has anyone seen one?
Thx.
Generic
#5087 posted by R.P.G. on 2006/06/06 20:21:36
Have you tried looking in Rogue? It seems like there are some archaeological textures in there.
R.P.G.
#5088 posted by generic on 2006/06/07 04:13:08
Yep and nope :(
I was thinking it was in the Heretic or Hexen tex's, but no luck there either.
Has anyone seen a lost dinosaur fossil texture anywhere?
Yeah, It Was Like A Vertebrae
#5089 posted by HeadThump on 2006/06/07 12:40:09
in clay mud, but I don't remember where.
At Least...
#5090 posted by generic on 2006/06/07 15:48:27
Head knows what I am talking about :)
I just wish I could remember which flippin' WAD it was from!
Flipper Fossil?
#5091 posted by negke on 2006/06/07 23:39:20
sin.wad!
Neg!ke...
#5092 posted by generic on 2006/06/08 05:53:07
Possibly.
Can you send it to me?
Thx.
AguirRe
#5093 posted by PuLSaR on 2006/06/09 12:32:10
I found a small bug in your engine. I usually load my map in your engine by using shortcut with +map command. I get no warnings. So I missed the moment when I got over one limit. I noticed it only when I changed the skill and loaded map with map command in console. I got a warning:
SV_CreateBaseLine: excessive signon buffer size (9202, normal max = 7998)
What is it? And can you fix that warning messages bug in your new version?
PuLSaR
#5094 posted by aguirRe on 2006/06/09 15:38:16
If you changed skill (typically to a higher skill) and reloaded the map, the amount of monsters/items usually increases. That's why you now get that warning; doing the same procedure in a normal engine would probably throw you out with a SZ_GetSpace ... error.
If you don't specify any skill at startup, the default is 1 (Normal).
Or am I missing something here?
Nonsolid Wall
#5095 posted by negke on 2006/06/10 04:22:52
kind of re-inspired by the forcefield discussion:
is it possible to create a nonsolid wall (like func_illusionary) that is not treated like a static entity, so it can be removed with killtarget (info_notnull hack or something)?
Nonsolid Wall
#5096 posted by Preach on 2006/06/10 05:33:45
Yeah, this is possible. The basic method can be found in post 36 in here:
http://www.celephais.net/board/view_thread.php?id=37116&start=26&end=50
The example there looks like it would create a player model, but actually what matters is the modelindex n.
So if you set n to be the modelindex of an existing brush entity, you'll get a copy of that brush entity as a non solid removable info_notnull at the desired point. If you want to use an original brush model, one that isn't already in the map, you'll have to add it in as a func_wall somewhere, then remove the func_wall from the entity list after you've compiled the map. Probably easier to just leave the model in the map hidden unless you're pushed for entities.
Oh Yes, How Could I Miss That
#5097 posted by negke on 2006/06/10 05:43:53
thanks!
Duh, Too Fast
#5098 posted by negke on 2006/06/10 05:47:03
would that also work for moving entities - like a nonsolid door, for instance?
Non Solid Doors
#5099 posted by Preach on 2006/06/10 16:55:40
Yeah, you could do that, but you'd only want to do it for simple, non linked doors. Well, I say that, but linked doors would really only be a matter of filling in more fields manually.
Basically to do it, just look at the func_door code in doors.qc, and imagine that running on your info_notnull. Then manually set all the fields to the values they would get. So for instance set
touch door_touch
use door_use
...
Although touch is actually a bad example as you don't need it here. Add any sounds you want, assuming they're precached elsewhere. Don't set think or nextthink, as you need them to set up the model. Also, don't set SOLID_BSP or MOVETYPE_PUSH, the former for the obvious reason, and the latter since it assumes SOLID_BSP. MOVETYPE_NOCLIP should work fine although I've not tested this.
Since you can't use think, you won't get a call to LinkDoors, as I alluded to above. But you can use the same trick about imagining running the LinkDoors function on some entities that should be linked and then manually setting what you would get. This involves manually creating a chain of entities in the enemy field, but refering to each component in the door by it's entity number. Ouch. So don't do that unless you really have to, and even then, probably easier to start with real doors, run the map, dump the in game entity info into a text file, then convert the entities to info_notnull, feed this info in and recompile.
Skipping the LinkDoors function means you also don't get the automatically generated trigger that surrounds it to open it. The easy fix here is just make it so your "door" is triggered by a trigger_once or trigger_multiple so it doesn't matter. You'll also need to set the enemy and owner fields to be the door itself in the simple unlinked case - remember that these fields expect an entity number, not a targetname.
Looking at this bit of code has also given me another exciting idea, but I'm gonna work on it and post it in the new tricks thread. This assumes it pans out...
Aguire
#5100 posted by PuLSaR on 2006/06/11 08:22:06
You are not correct, I didn't change the skill.
When I load the map by a shortcut with -game arcane +map new4 parameters, I get no errors/warnings. But when I type restart in console then (no skill changing, the same skill 1), I get all warnings I should get. I tihink it's a bug.
Restart Issue
#5101 posted by negke on 2006/06/11 09:56:57
not related to pulsar's question.
maybe this has been explained already: why is it that when manually restarting certain entities act differently than after a clean map load? e.g. items that spawn within the player (so he picks them up immediately) fall out of the level, or funcs that are removed upon startup (for suspended items) don't work anymore and the items fall to the floor...
PuLSaR
#5102 posted by aguirRe on 2006/06/11 10:21:56
It can still happen if you're right on the limit (like you were with Menkalinan). Have you tried doing the same procedure in e.g. Fitz (restart a number of times)? Do you get any error then or is everything OK?
If you want me to look into it, I need the zipped bsp and other files necessary to reproduce the issue.
How..
#5103 posted by than on 2006/06/11 21:24:59
do I make items glow or have effects fields? I've completely forgotten how to do this. Something like key=effects value=integer, but I'd like to see a run down of all the possible effects.
Anyone know if I can apply a glowing effect to the spikey ball used in end.bsp to create a moving light?
Gah, all these useful QC hacks are somewhere in this thread, but we need a definite list of all the hacks without all the comments and how-tos aswell. Maybe someone knowledgeable could whip something up for Qexpo? (I am a bit busy and have already planned a lot of stuff I might not be able to finish on time).
For Than
#5104 posted by czg on 2006/06/12 00:42:25
How....
#5105 posted by {}l3o{}[xXx] on 2006/06/15 12:21:42
do i get worldcraft working with equake??? been trying for several days.. entered all the paths but it says it cant load such and such.. can anyone help? thnx in advance!!!
Details...
#5106 posted by Blitz on 2006/06/15 14:50:19
cant load such and such
*reads your mind*
Ah yes I see it now, you got ERROR 46:
"You want help learning how to map but you're extremely ignorant of important details so you should just give up now"
That Was A Bit On The Mean Side
#5107 posted by HeadThump on 2006/06/15 15:33:53
Never say die, Leo Triple X-y guy.
Hexen2 Madness
#5108 posted by nakasuhito on 2006/06/15 16:03:44
im trying to compile this hexen2 level of mine, but i get a message saying i neeed gfx.wad! gah. what do i have to do?
what i did was to have worldcraft (1.6) compile the map into the data1/maps folder. im guessing thats where they go right? and whats with the gfx.wad thing? im using the original hexen texture.
agh, im so confused it makes me go pee-pee :-(
Little Help
#5109 posted by madfox on 2006/06/15 17:11:34
here is a little help file that can help you on your way...
http://members.home.nl/gimli/WC33_H~1.ZIP
maybe not the instant help you need, but for working with the program it can be a good catch!
Hexen2 Madness - The Vengeance
#5110 posted by nakasuhito on 2006/06/15 19:17:01
i realised the maps folder goes on the portal one (hehe), but i cant still compile the map with the hexen2 tools. what the hell. can anyone help me on this? i really wanna see the crap i did ages ago. :-(
i dont know what im doing wrong. everything is how its suppose to be.. damn this. im gonna go cry.
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