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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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What I Would Do Willem 
is make a small test map:

Create a simple tunnel with a platform (like a station platform) running down the length of it. Make a func_train that you can target to a sequence of three or four path_corners, with your "wait" "-1" key on each. Also make your "trigger_once"s where you want them. Export to a .map file. Open the map file in a text editor, find the func_train entity code, and replace with czg's code. Make sure that you also add a line

"targetname" "nameoftrain"

and make sure that your "trigger_once"s all have the line

"target" "nameoftrain"


I dont know if it would work, and am not in a situation where I could try it out for you, but hopefully this helps :D

Keep us posted 
 
I can't try it until tonight, unfortunately.

However, I AM now tempted to try my hand at some QuakeC. 
Once Round, The Hacking Way 
Assuming that you only need the train to take the path once, that it doesn't loop, then there's a hacky way to do it. The first thing to do is to read the second half of this post and digest it
http://www.celephais.net/board/view_thread.php?id=37116&start=36&end=36

It might be worth making a quick test map and see if you can make a train that switches from one simple loop to a second simple loop first, to make sure you understand the hack.

Once you've got that down, the next step is how to do the specific thing you want. The trick here is to stack two path corners on top of each other at each stop, and make them target each other. While your train is "waiting" to be triggered at a "stop", it's actually going to be going back and forth between these two points, just moving nowhere because they're at the same location.

When you want the train to continue on, you remove one of these two stacked points using the trick in the linked post("use s_explode6"). Then you have another path_corner with the same name later in the entity list, and it'll head to that. You might find you have problems if you want it to stop and wait at that next point, you will need to make sure it's the other path_corner stacked at that point which has "use s_explode" set, or both will get removed when you target the first one to be killed.

The main problem I can see arising with this hack is the sound, you'll constantly hear the platform starting to move while it's "stopped", so you might need to make it a silent platform. If this is a problem, or you want the platform to loop endlessly but still wait for a trigger at each point, then you'll need to go the QC way. Which isn't too bad, this is quite a hacky hack. 
Quake C Question 
So now I've got the bug to play with QuakeC.

Can someone confirm this for me: Is it possible to define your own brush based entities in QuakeC? Say, I want to create a new kind of door or platform - is that allowed or is it just for stuff like new monsters and weapons? 
Absolutely 
All of quake gameplay is made with QC 
 
Nice. I'm going to have a play then. Suppose I'll have to round up the source for QCC and get that compiled for OSX first... 
 
Not really mapping help but ... does anyone know where I might get a copy of the QCC source code? I've found many, many dead links on the web but not turning up much in the way of a real, actual download.

Or, you know, a binary that runs on OSX would be fine as well! 
QCC 
I think it would better to base any work on a more modern compiler like FrikQCC or FTEQCC. It's not like I know anything about it but there often is some talk at inside3d about those. 
 
I would still need source code since I'm on OSX here. 
 
Oh crap, never mind! FrikQCC comes with source. Woot! 
Note: 
Custents already has this feature for func_trains, i believe. 
Yeah, I've Used Frikqcc On Os X Just Fine 
For reasons I now forget. 
 
Alrighty ...

I found a version of QCC that would run on OSX and I found a copy of the 1.06 QuakeC source. I compiled the QuakeC and that all went well - no errors, and it generated a progs.dat for me.

However, when I load the game with my custom game (-game warren) I can't load any maps because it crashes out with:

"PR_LoadProgs: pr_fielddefs[i].type & DEF_SAVEGLOBAL"

Which, while obviously self explanatory (heh), has me confused.

My Quake version is 1.09 and the QuakeC source was 1.06 - would that be the problem? Does the error mean that I need 1.09 QuakeC source or does it mean that my QCC compiler is out of date?

I'm lost in a dark cave here and would appreciate someone throwing in a flare. 
Hmm 
I don't know what the error means, I'm afraid, but 1.06 is the most up to date version of the qc, the other updates only modified the engine. Did you actually make any changes to the source before you compiled it, or just built it straight up? 
 
I compiled it straight up although admittedly I probably didn't do something I was supposed to.

Looking at the Quake source, that particular error comes after it has started to load my progs.dat so it obviously found it and got past the first few checks. Then it dies.

Dunno what's up. I'll hack at it some more when I get some time. It's frustrating to get messages like that which are, essentially, meaningless. 
 
My suspicion is that my QCC compiler is horribly out of date or something. Would that mattter? Should I spend the time to frankenstein a new version together or does the QCC compiler version itself matter that much? 
Hmm 
It's possibly due to a old or dodgy compiler. This link claims to have frikqcc for mac:
http://developer.chaoticbox.com/quake.php?tab=mactools

On a pc, I'd only recommend using frikqcc or fteqcc, so I guess getting one of them for mac would be a good start. 
 
Oh hell, I missed that totally! I'll give that a shot tonight, thanks. 
 
use Quark :p

.fgd and .def are easaly converted to .qrk

thks headthrump!

work real nice! 
 
Does Quark work on OSX? I didn't think it did... 
 
Hey Preach, thanks a ton! That FrikQCC works like a champ. I'm off to play... 
Quoth 
doesn't Quoth also support trains that can be stopped and retriggered? I know at least that there are some enhancements to the standard entity. If you can't stop/restart trains, it would be a nice addition if it's not too late, Preach ;) ;) ;) :) 
 
thks headthrump!

o mundo sorrindo

(all the Portuguese I know, and I learned it from a ringtone) 
 
Hey, yeah, this is neat! I never played with QuakeC back in the day - this opens up a new world of level editing! Heh.

I made my mover class that I wanted and it was pretty painless! This is going to be fun. 
Willem 
You should do me a progs.dat with blood splats (zombie gibs which follow the tradjectory of bullet impacts with all enemies, stick to walls and slowly slide down).

That was my favourite once upon a time, but I cant find it anywhere and I'm allergic to programming :D

Apparently its dead simple... 
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