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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Re: Gravity 
so there's no way to change the gravity for a player (without him using sv_gravity)? that sucks 
Tyrann... 
...that answers the question, thankyou! Oh, and thanks for the bug fix, now Ruined Nation looks even more D3 than before. 
Packet Overflow? 
(I don't mean to interrupt anyone's conversation here, but I was trying to determine what are the "packet overflow" limits for Quake 1 in this test map:

http://www.megafileupload.com/en/file/12323/msd23-bsp.html

I'm using WinQuake and prefer to design for DOS / WinQuake rather than the more powerful ports. (I'm guessing packet overflow is related to that). I guess the main thing is just to avoid rockets/grenades if you're trying to put a lot of enemies onscreen. I'm still interested in the limits of the Quake 1 engine if anyone has made a chart or document of some kind. Thanks! 
IKBase Wad? 
Does anybody know where I can download the legenday IKBase wad, cause I wanna check it out, but all of the links I find on google or whatever dont seem to work. If only I'd been up to this sort of shinnannegans 3 or f4 years ago! 
RickyT23 
Msd 
i think if you name your bsp file e1m8.bsp, you may be able to trick the engine into using the 100 gravity from that map.

basically, when the map loads up, if the filename is called "e1m8.bsp" it sets it to 100, otherwise, it sets to 800. 
 
Renaming the bsp is the worst way to do it (besides, it won't even work just like that because the file in the pak has a higher priority than stuff in the maps directory and would therefore be loaded instead). Either make your map require a mod which has a trigger_gravity (e.g. SOA) or trigger_command (e.g. Quoth), or simply add a centerprint in the beginning telling the player to change sv_gravity manually. 
Huh? 
files in paks have to be lower priority, otherwise, how would progs.dat files in mod dirs do anything? 
Re: Gravity 
Quoth allows you to set the gravity in the map's worldspawn.
Using trigger_setgravity only changes gravity for the player who triggers it ( not monsters or coop teammates ). 
 
files in paks have to be lower priority, otherwise, how would progs.dat files in mod dirs do anything?

I'm sure we've had this argument before :P

priority runs thus:

mod pak file -> mod folder -> id1 pak file -> id1 folder

so if someone made a map and named it e1m8.bsp and placed it in the id1/maps folder, it would not be loaded: e1m8 in the id1 pak0.pak would supercede it.
If, however, their version of e1m8 was placed in a mod folder e.g. quoth/maps it would be loaded instead of ziggurat vertigo while playing Quoth.
As neg|ke says, this would generally be bad form for a mapper to do. 
Hehe 
yeah, i remember discussing that with you. :)
i forgot that the id1 folder was at the bottom of the barrel though. :P

and i totally agree it'd be bad form to name your map the same as a stock map. 
Thanks 
thank you for gravity information. i'll look into quoth.

don't care about bad form, though. Prefer it, usually. 
Packet Overflow 
is just one of several different choking symptoms that indicate that the engine can't cope with the current situation.

AFAIK there's no simple formula that'll tell you if a particular engine's going to choke or not, you'll have to try to provoke it. Most engines will choke very easily, as your small map clearly demonstrates. 
Msd 
I wasn�t able to get your test map to overflow in aguirRe�s enhanced engine. 
Q3>Q1 
Is here an easy way to recompile a Q3bsp back to a map file?

I remember there was a script for it, using it with blender and so. But I don't mean this.

I'm glad I finaly have my Qrediant nightly working on win98.
But winbsp can't handel q3. Q2toQ1map won't work either. 
Hmm.... 
can BSPC do this? (the tool normally used to create bot files for quake3) 
Orphaned Textures 
Does anyone know where I could find the full than_industrial texture set? Than's planetquake page (pq/cesspit, right?) is gone. 
Thanks... 
for your help, metlslime! 
Msd, AguirRe 
Most engines will choke very easily, as your small map clearly demonstrates.

To my surprise, I was not able to provoke any "Packet overflow" messages in Proquake 350 software (!) with Msd's map.

The map was fully playable, the lag was almost unnoticeable. And I have a stone-age system.

It answers my own question I asked earlier: it is very much possible to have lots of enemies onscreen at the same time. Enemy count alone seems to be no problem.

I myself intend to use about 100 Knights. That should be no problem because they only have a melee attack. Right? No particles or projectiles or dynamic lights.

What is the hard-coded limit for this? There must be one. 
You're Not Trying 
hard enough, try throwing a quad grenade in there and see what happens ...

Visible monster count is most definitely a problem, try out my lr/lrb maps that I posted earlier on shub-hub. Even if the monsters haven't seen you or do anything except standing idle, most engines will choke completely on that (if they can even load the map at all, try Easy skill on the smaller map).

Knights are easier as they don't produce new edicts like e.g. HKs or Ogres do.

There are many hardcoded engine limits, some of them don't translate very well to an easy explanation. 
Oh, Fuck You Aguire, I Didn't Say My Problem Was 
specifically with the last combat, I said I stopped there. I saw the giant doom-style pile of ammo and was a little war-weary by then so I saved and quit.

thanks for the protip. 
Lunaran: 
i think he was telling golden_boy that he wasn't trying hard enough to generate a packet overflow. 
Yup 
I was being stupid, should have thought of explosives. Hm. There will be a way though. Who says the player will *fight* them. 
Hmmmm... 
...I'm dabbling in Quoth at the moment, thought I'd better release at least one Quoth map before the update. Anyhoo, when I was placing ammunition and health whilst building Travail, it went/appeared where I damn well put it. This is far from the case with this level build. There is a huge difference between placement in editor and in game, this despite the size/entities definitions being the same for both the Travail and Quoth .fgd file.

aguirRe?...anyone? 
Blame Worldcraft 
/*QUAKED item_cells (0.0 0.5 0.8) (0 0 0) (32 32 32)
/*QUAKED item_health (0.3 0.3 1.0) (0 0 0) (32 32 32
/*QUAKED item_rockets (0.0 0.5 0.8) (0 0 0) (32 32 32)
/*QUAKED item_shells (0.0 0.5 0.8) (0 0 0) (32 32 32)
/*QUAKED item_spikes (0.0 0.5 0.8) (0 0 0) (32 32 32)
 
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