.
#5543 posted by necros on 2006/11/11 20:27:03
yeah, none of that was the problem. it was just solving the change in acceleration such that it would arrive on time.
Hmm
#5544 posted by HeadThump on 2006/11/11 21:46:28
keeping things simple, you would gauge deceltime with acceltime so we can easily balance this factor out of the equation and all we have to deal with is the time of constant velocity.
dt/at
Then you will need to find the difference between the constant .25 with the 2 seconds
of constant velocity divided by the number decel seconds, and add to the dec modifier which you use to decriment the speed in the last four seconds.
so if the basic aceltime unit is self.speed = self.speed + .2 than 4/2, .2/2, the the first variable for the decrement in deceltime will be a convenient self.speed = self.speed - .1.
Now for the second variabl in the decrement equation.
Constant velocity reached self.speed + .4, times this by the number of seconds of constant velocity and you get .8, then divide by number of seconds of decelaeration (4) = .2.
So we add this to the first total and adjust the deceleration speed to self.speed = self.speed - .3 and that will get us there in 8 seconds.
Sounds In Quake
#5545 posted by JPL on 2006/11/11 22:47:25
no point having 22khz, since quake only supports 11khz, it'll downsample it itself and you're just wasting memory.
OK, not a big deal to downsample the file... with any sound editor...
i noticed that quake uses different markers for looping sounds. usually music programs use 'sustain' loop markers for looping, but quake seems to use region markers.
So, how to manage it properly when saving the .wav file ? I saw aloop enable option in Cool Edit, but it is avalaible without any "extra" options about the way it is marked in the file... ?
OTOH, is there a good tutorial for sound creatio for Quake (like there are some texture creation tutorials)?
JPL
#5546 posted by negke on 2006/11/12 00:21:46
in cool edit, just flag the loop field in the wave properties and the sound loops in quake.
Neg!ke
#5547 posted by JPL on 2006/11/12 03:31:20
I did it, but it doesn't loop in Quake... note I even save the .wav file after that :P
furthermore, I tested the sound with play_sound_triggered item, and the sound has been played properly, so the .wav file is not the cause.... maybe the loop info..
So where's the issue ? Any idea ?
Oh
#5548 posted by negke on 2006/11/12 04:09:37
in an older version of cooledit it worked like that (at least iirc).
then you'll have to set
(loop) markers at start/end.
Neg!ke
#5549 posted by JPL on 2006/11/12 04:14:46
Thanks, I'll take a look.
YEEeeessss !!!
#5550 posted by JPL on 2006/11/12 05:45:01
Neg!ke, even if the loop properties was set correctly, it was missing the loop marker. I added it and it is working fine now...
I'm now able to add new sounds to my map... Thanks a lot ! You rock !
Cool
#5551 posted by madfox on 2006/11/12 13:04:24
jpl
#5552 posted by Trinca on 2006/11/14 06:25:15
can anyone explain me why doesn�t the fucking door dont work after i pass? :\
http://trinca.no.sapo.pt/l.zip
thks in advance!
Trinca
#5553 posted by Mike Woodham on 2006/11/14 06:48:00
I'm getting a 'not a valid file' error from Winzip.
#5554 posted by Trinca on 2006/11/14 07:19:48
Trinca
#5555 posted by negke on 2006/11/14 09:37:59
standard triggers can only have one single function: target or killtarget or message.
put the message in a trigger_relay with the same targetname as the door and it works.
QuakeC Query
#5556 posted by Mike Woodham on 2006/11/15 13:08:18
I want to have a func_button (for a deliberate player action) and a trigger_once (for a non-deliberate/unintentional action) pointing to the same target.
Can I tell from within the target's function, which of the two activated the target? This would enable me to give a different response e.g. if activated by a button, do this, else do that (to the targeted entity)
Not Easily...
#5557 posted by Preach on 2006/11/15 16:59:11
As far as I can see, there isn't a nice self contained way to do it - meaning a way to write it that doesn't involve changing the code for the buttons and the trigger_once in some way. There is a global entity variable called "activator" that stores who is performing the triggering when something uses its targets. Unfortunately this stores the player entity that pressed the button, not the button entity itself. This inspires us to create such a global to store the entity that is doing the actual using, which I will refer to as the "mechanism"(although effector might be a better term).
Ok, first open up defs.qc and add to the bottom:
entity mechanism;
We will use this global to store the entity that is enacting the trigger, for example the button or trigger.
Next up is subs.qc, find the function
SUB_UseTargets
Right at the top of it add a temporary entity called "mech" to the existing list, followed immediately by this code:
if(self.classname == "DelayedUse")
mech = self.owner;
else
mech = self;
Next add
t.owner = self;
right after the line
t.target = self.target;
This relates to the DelayedUse line above, so that if the trigger has a delay, we still count the mechanism as the real trigger, not this temporary entity.
Now go down to the big loop at the bottom and add
mechanism = mech;
right above the line
t = find (t, targetname, self.target);
in the loop marked //fire targets(not the killtarget loop). We keep resetting this each time we run the loop, as each time we trigger something it might call SUB_UseTargets itself, which may change mechanism.
Now it's very simple to test which one of your entities set off the thing. In your new entity's use function, perform a check like
if(mechanism.classname == "func_button")
do stuff
else
do other stuff
I think this is a fairly robust system, but I've not tested it so just say if there are problems.
Preach
#5558 posted by Mike Woodham on 2006/11/15 23:48:45
Thanks, this looks good.
I will test it later this evening and report back.
Illusionary + Efrags
#5559 posted by negke on 2006/11/16 01:30:51
i have a lot func_illusionaries consisting of several brushes which are seperated from each other. this gives 'too many efrags' warnings. changing them to func_walls solves the problem, but i'd rather have them be nonsolid. creating a seperate func_illusionary for every single brush is out of question because (i think) there are more than 128.
so what's the principle underlying this, how far can the brushes be apart from each other, what's the difference between static and dynamic entites concerning this distance?
Preach
#5560 posted by Mike Woodham on 2006/11/16 05:45:03
Said in English with a very French accent and much overuse of the hands...
...soooperrrb!!
Thanks.
Negike:
#5561 posted by metlslime on 2006/11/16 13:28:44
I don't fully understand efrags, but from what I do understand, any large entity is divided into multiple efrags based on how many nodes of the BSP it occupies. This is why a large func_* with many seperate small parts is problematic.
I also don't know if/why it's different for func_wall vs. func_illusionary. But the one obvious difference is func_illusionary is a static object, and func_wall is an edict. So maybe that is partly why.
#5562 posted by Trinca on 2006/11/17 05:37:23
why in gl i dont have any HOM�s and in software i got a lot of then? is there any way to solve this?
Light Attenuation
#5563 posted by ijed on 2006/11/17 08:59:02
how can i attenuate a spotlight (light with a target) in quake - pretty sure ive read something on this somewhere but can't remember where. if i remember rightly its just a single key with float value . . .
neg!ke - why not just split the big 128 brush illusionary into 2x64 brush versions? if that doesn't work split into 4x32 and so on until you get rid of the error. don't know if that'll work because i haven't come across the problem before.
Trinca:
#5564 posted by metlslime on 2006/11/17 12:30:35
The thing you're describing is called "greyflash" -- solution: increase r_maxsurfs and r_maxedges in the console.
Ijed:
#5565 posted by necros on 2006/11/18 00:14:29
aguire's light has support for custom light attentuation on spotlights. the text on his site outlines how it works
#5566 posted by negke on 2006/11/18 01:36:29
metl: yes, static entities are definately treated differently in this respect. the first few illusionaries worked fine, the warnings only started to appear after a certain amount, i think.
ijed: i meant there are probably more than 128 (limit for static ents) brushes to be illusionary'd scattered throughout the map. most of the objects consist of around 5 brushes. apparently, that's too much already if they aren't close enough together.
my main concern was they could block the monsters but then again it wouldn't be that much of a problem either.. i might do some more tests.
Hacks And Stuff
#5567 posted by Preach on 2006/11/18 05:43:42
You could always use the non-static illusionary hack to make some of them info_nonulls with models, I think I've posted it somewhere in the teaching progs new tricks thread. Or if you're using a custom progs, making an info_illusionary clone that isn't a static entity is very easy.
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