@dumptruck_ds
Thanks for the info.
Slowly But Surely...
... I'm working my way thru the last AD .FGD file adding in the new 1.7 .DEF files updates. Along with adding ALL the ericw-tools V0.16 options.
May have some questions soon, but I'll wait until I have it completed and fully functional. There are some things I don't understand yet, so even though they work in the editor it's not clear what you are setting and why!
I will put it up on quaketastic and/or email it to sock when finished.
#587 posted by muk on 2018/01/06 19:48:58
Are using TB?
Ill have a version out "SOON" with all the epdates as well as making use of TBs ability to switch models depending on what spawnflags or other keys you have set.
Heres a version for AD1.6 that switches out models. This is for TB only, though:
http://quaketastic.com/files/misc/ad_quake_fgd.zip
#588 posted by muk on 2018/01/06 19:52:57
also, feel free to email me(in my profile) or message me on twitter or discord with questions about .fgds.
@mukor
Nah, not Trenchbroom. This will be for JACK.
I put a reference to your FGD for Trenchbroom users at the top of it ;) Since that would be the slickest .FGD to use, gg.
Cool, thanks. Once I get to the point I can't progress will DM you on Discord.
#590 posted by PRITCHARD on 2018/01/06 22:59:30
Make sure to include stuff that was left out of the.defs like the new liquidblock (iirc) key, please. :)
@Pritchard
Do you mean func_illusionary_visblocker?
But yeah... going thru the tools pages to put everything in.
@damage_inc
#592 posted by ericw on 2018/01/06 23:27:42
Also, Daz maintains an fgd for my tools, maybe handy to borrow from:
https://twitter.com/tdDaz/status/893588140560089090
@ericw
Yep, I look at that for reference as well, thanks.
#594 posted by PRITCHARD on 2018/01/07 01:54:38
No, it's a new key for monsters that was mentioned in the changelog but doesn't appear to be in the .def as far as I can tell.
LIQBLOCK Is A Spwanflag ;)
Found in the .DEF
EX: ------- SPAWNFLAGS --------
AMBUSH : the monster will only wake up on seeing the player, not by another monster
LIQBLOCK: Liquid surfaces block wakeup/sight lines
Spawnflag Even!
fml, we need post edits, heheh
#597 posted by PRITCHARD on 2018/01/07 04:38:59
* Added liquidblock entity key to monsters, blocks sightline through liquids
Line 19 of ad_changelog.txt
Also where in the .def did you find it? Looking at one of the monsters in my map:
https://i.imgur.com/3hpTb0E.png
https://i.imgur.com/z36vgW8.png
monster_eel and monster_fish are the only ones to have that spawnflag.
I see what you are saying now. Reads as if every monster can have the key. Might need to look at the QC to verify.
In QC Seems It's Just For Fish And Eel
// Underwater enemies (liquid block option for all of them)
float MON_LIQUIDBLOCK = 4; // Liquids block sightlines (fish/eel)
No other mention on any other monsters.
#600 posted by PRITCHARD on 2018/01/07 06:52:28
You can check for yourself if it works using this simple example map I made:
http://www.quaketastic.com/files/misc/liquidblock.zip
If you rise near the surface of the water but do not actually go above it, one of the grunts will activate but the other will not. This is because of the liquidblock key.
That is indeed interesting! Good to know, thanks.
AD .FGD 1.7 + Ericw-Tools V0.16 Progress
So far I have these things completed with the latest of everything:
Worldspawn
Light Options: Entities and Bmodels
QBSP Options: Func_(variants)
AD Updates through "FUNCTIONS"
Some parts are ofc tedious, but the cool thing is, I can now "break" things apart. Example: Looking at the properties of a Candle no longer show the properties ONLY relevant to a Light(point entity).
Other little touches like that are used throughout.
So now it's just the actual AD 1.7 updates and then get SOCK to verify/confirm and we're good to go :)
Bug Or Unwanted Behaviour?
#603 posted by mh on 2018/01/10 16:30:05
AD sets EF_TRACER on certain of it's gibs to simulate a green blood trail.
I think it's quite evil to overload an EF_ like that. I'd prefer to see it define a new EF_ instead, so that engines which wish to modify existing effects needn't be concerned about unwanted or unexpected behaviours arising from unintended usage.
I'm just thinking that overloading existing stuff in such a manner is the path to Nehahra.
#604 posted by drowning_witch on 2018/01/15 18:37:07
is there a nightmare pillar in the 1.5 hub at all? I see it carries over from the previous hub, so i'm confused.
I'd Tell You But...
shssss.... it's a secret!
You Have To Walk In To An Area, And Look Where No One Looks
#606 posted by Qmaster on 2018/01/15 22:09:52
#607 posted by drowning_witch on 2018/01/26 23:18:02
I found it by accident as I was falling from above lol.
#608 posted by mankrip on 2018/01/28 00:44:14
Is QSS fully compatible with AD? Regular QS (the one linked in this thread) crashes my whole computer after a few minutes.
Is there any way to make fence textures, sprites, particles and GUI graphics (minus conchars) be rendered using 8-bit alpha instead of 1-bit alpha, so their edges are properly smoothed when using texture filtering?
@mankrip: Nope
#609 posted by Baker on 2018/01/28 02:32:06
Fence textures use quake palette color 255 as the transparent color when prefix "{" is supplied in the texture name (just like Half-Life).
Sprites and gui graphics are also the 255 color Quake palette (.lmp files, .gfx, etc.) -- just like any standard assets in the entirety of standard Quake.
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