Fishcount
#5868 posted by madfox on 2007/02/22 23:04:25
I'm still missing the fishcount correction for my progs.dat of the proxsys mod.
Where can I find a good fish.qc ? Or was it qstats?
Also still searching for the angle error of the newboss.
Madfox:
#5869 posted by metlslime on 2007/02/23 00:06:50
it's a one-line fix. Just look at the swimmonster_start and swimmonster_start_go and related fish functions; you should notice that there's two copies of the line that increments the monster count, and you just delete one of those copies.
(this is from memory so the details may be wrong, but I know that if you look at the source, it becomes ovbvious.)
Right
#5870 posted by madfox on 2007/02/23 02:21:44
but I'm a madcap when it's concerning qc.
even changing a line and correct it makes the compiler peak to errors.
I'm using fricdos, others won't even compile.
and I see two times swimmonsters_start but I can't delay them. If I delete the first one the fishcount still is double.
Maybe A Stupid Question
#5871 posted by Drew on 2007/02/26 23:05:02
Hopefully an obvious one.
I was sitting around with some free time today so I decided to try and make a little speedmap. However I've encountered a frustrating problem along the way...
I have three doors, all with different names. They all go down. They are all within a close proximity to eachother. I have a trigger_counter that causes one set of doors to go down. When this happens the other two doors that do not yet have triggers also go down. Any ideas as to why?
I tried copying and pasting, then changing the name of one door. No doors moved at all, even when triggered... Can someone help with this?
Thanks
Doors...
#5872 posted by metlslime on 2007/02/27 00:18:16
if the doors' bounding boxes overlap or touch, they might be automatically linked by the func_door logic. To prevent this, you can use the spawnflag "DONT_LINK" or whatever it's called on each door.
Trains
#5873 posted by ijed on 2007/02/27 22:02:12
does the same logic affect func_trains?
Ijed:
#5874 posted by metlslime on 2007/02/27 23:19:13
i don't think so.
Key
#5875 posted by madfox on 2007/02/28 03:33:35
How do I open a Keydoor at the moment I'm in front of it? So not when I find the key somewhere else and return to an open keydoor.
Madfox:
#5876 posted by metlslime on 2007/02/28 09:24:05
set a spawnflag on the door (8 or 16 I think, one is for silver and the other is for gold)
Madfox
#5877 posted by Ankh on 2007/02/28 14:28:00
In Hammer/Worldcraft there is a "Gold key required" tick box in the properties field of a door entity. This way you can change the proper spawnflag. If your editor doesn't have such simple "feature" you should really change it :)
Thanks
#5878 posted by madfox on 2007/02/28 17:56:54
I am using Quark65, and when I set a door to a key it changes the spawnflag to 8 or 16. If I return to the keydoor it is already opened.
Maybe
#5879 posted by Ankh on 2007/02/28 18:28:06
maybe you have added some wrong spawnflags to the key?
MadFox
#5880 posted by Mike Woodham on 2007/02/28 18:33:46
You don't need to set a 'target' on the Gold Key or a 'targetname' on the door as you would for a button operated door.
I don't know if this helps?
MadFox
#5881 posted by JPL on 2007/02/28 18:57:39
For further details about flags, etc... please take a look at Quake Map Specs link below
http://www.gamers.org/dEngine/quake/QDP/qmapspec.html
Enjoy !
MadFox
#5882 posted by JPL on 2007/02/28 19:01:18
You would find also precious information about Quake C here
http://www.gamers.org/dEngine/quake/spec/quake-spec34/index0.htm
Enjoy !
Argh..
#5883 posted by JPL on 2007/02/28 19:02:49
Indeed
#5884 posted by madfox on 2007/02/28 23:52:44
It was rather simple. I always used a targetname to a keydoor.
Then they open straight away.
Without target/targetnames they open at the trashold. Me donkey.
Thanks for your reply.
Another strange thing. Can changing texture (so not polys) influid the lightmap texture?
I mean just correcting a few margins, not scaling.
My map crashed on allocblok=full after I tried to retexture it.
The original map compiled fine.
Madfox:
#5885 posted by metlslime on 2007/03/01 01:10:38
Switching textures should not affect lightmap size, but rotating a texture on a polygon might increase lightmap size just like scaling does.
Yes
#5886 posted by aguirRe on 2007/03/01 01:48:51
what metl said, but I'd guess that since you typically change the texture in the editor, it's very likely that minor brush variations occur, leading to a slightly different lightmaps requirement.
Since you're using QuArK with its float coordinates, this is probably even more likely. As you're also flush to the lightmap limit to begin with, even small changes might put you over the edge.
Metlslime
#5887 posted by ijed on 2007/03/01 02:38:51
re: post 5874, I came across a wierd effect where multiple sets of triggers and relays and counters were non triggering trains or were triggering more than they should have been - wierd.
The idea was archways (func_trains with -1 wait on each path_corner) over a floating plaform in the void - if you destroyed the pillars (func_walls killtargeted by trigger_once with health) holding them up then they would collapse, taking part of the platform (another func_train) with them, but only one at a time.
It worked, sort of, except for the problem with archways only falling after the others were all destroyed, or else destroyed in a different order. This was annoying but solvable - the main reason I scrapped it because the Vermis� spore attack wasn�t doing any damage to the trigger once�s, only the players attacks.
I�ve changed it around now and it works better in the new style, without destructable scenery. It was a bit cheap when you fell into the void because of a missed shot.
Cheers anyway.
Thanks Everyone. Especially Metl.
#5888 posted by Drew on 2007/03/01 17:58:48
Animated Textures
#5889 posted by madfox on 2007/03/05 19:50:53
I changed some textures of the hipnotic pak.
Some computer compenents I retextured to animated.
It are 7 frames. If I look at them in game they work fine.
On my other computer I load the bsp and see one frame meshed out as a white/black block.
How can the same bsp act different on two computers?
Style Question
#5890 posted by golden_boy on 2007/03/05 20:28:11
I'm in the process of doing the Episode 1.1 thing, i.e. upgrading episode 1 with pak1 monsters and traps.
Would you guys consider it out of style to include some (read: a little) Quoth content? For example the Bob, voreling, drole, and the weapons/powerups?
Right now I'm installing Quoth again just to check some things out. I think if the Base project is successful, it will pretty much establish Quoth as a standard, so I might as well use it.
Especially if we see this Quoth 2 thing that I keep hearing about.
And... (this Forum Needs An Edit Function)
#5891 posted by golden_boy on 2007/03/05 20:31:06
What would you like to see changed/corrected in episode 1? Apart from the missing light texture in Ziggurat Vertigo :-)
now's your chance.
Sure,
#5892 posted by HeadThump on 2007/03/05 23:45:42
Quoth is designed to go hand and hand with Quake content. The original Quoth I kind of view as an extension of the Underworld theme. So, yeah, sure, make a Quothique episode one. KellCro already have done the SlipGate Complex in the Quoth pack. A few points.
1) I'm not crazy about Bob.
2) I don't see Quoth2 coming out. I could be wrong, and Kellcro are doing a suprise behind the scenes, but I doubt it. More likely both are burned out on Quoth, Quake,and all the good stuff in life.
3) If you see Quoth2 coming at you, run like hell. It will suck you in to
its vortex and never let you go.
3) Does the Sentry in the Quoth 2 beta remind you of someone who comes around only once a year?
http://img168.imageshack.us/img168/9644/quake13us4.jpg
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