Goldenboy
#6907 posted by negke on 2008/02/06 15:51:36
If the walls are high enough (while the player always stays down on the floor) and the rest is sufficiently visblocked, having only 'one sky' shouldn't be much of a problem. Vis time will be longer than with smaller sky units though.
Are crucified zombies static objects as well? I don't think so.
Not Sure
#6908 posted by ijed on 2008/02/06 16:57:05
I managed to killtarget them in Nehahra, which should mean they're not, but I've heard alot of coders saying they are.
Another question would be does this apply to spawned models that don't necessarily have animation - Nehahra misc_objects, Quoth corpses and ID hacked bmodels.
I've never managed to decompile the QC and wouldn't know what it meant at first sight anyway.
I Dunno About Nehahra Ents...
#6909 posted by RickyT33 on 2008/02/06 17:06:37
...but the Quoth corpses, erm, I can tell you one thing: if you noclip outside of a map, you can still see the corpses (certainly in FitzQuake), whereas you cant see monsters/doors etc.
Hope this helps!
So...
#6910 posted by JPL on 2008/02/06 17:51:35
obviously Quoth corpses are static entities...
Quoth Corpses
#6911 posted by Preach on 2008/02/06 18:22:30
It's actually a bit more involved than that. The lynched and crucified corpses are static entities in quoth, and the flayed ones are dynamic - although the tutorial says all of them are dynamic. Changing them now would be a bad move for quoth2, as it might break existing maps by leaving them with too many static entities, or too many dynamic ones! So instead we now offer two spawnflags on such mapobjects. Spawnflag 1 will make them static, and spawnflag 2 dynamic. This allows you to balance your load of dynamic and static entities as you need to. It also extends to things like torches and flames.
Cool!!
#6912 posted by RickyT33 on 2008/02/06 18:27:40
Sounds really cool!
When can I get it for WIP map, i.e. when is Quoth2 finished?
I mean, christ, I dont want it to be rushed, im just curious.
Better Vis Saving Methods
#6913 posted by bambuz on 2008/02/06 18:41:14
would be easier to judge if we saw the map, you can send it to someone on #terrafusion before vising (do you come/go there?)... Or if you can wait, over here...
To Mike...
#6914 posted by FaTbOy! on 2008/02/06 19:56:34
Yeah I was talking about BspEd, been using the latest build. I am using the same wad I made the prefabs with. Its just taking the first non-animated texture in the wad and applying it to the entire prefab. Ive got everything set up in the worldspawn & whatnot. Drivers maybe? By now I am sure I am a version or two out of date with the nvidia drivers.
Preach
#6915 posted by JPL on 2008/02/06 20:27:47
Well, I'm not really used with dynamic vs static entities... so first: what are the maximum limit value for both of them ?
And as it sounds Quoth2 is progressing well, do you have an idea when it will be released ? I rely a little bit on Quoth2 for my next map actually... ;)
#6916 posted by Kell on 2008/02/06 21:03:33
The quoth2 content is basically done, we just keep tweaking things here and there. Although there isn't quite the same monster load in this release as there was for chapters+quoth1, there is a lot of peripheral content like mapobjects, plus a ton of code improvements and other 'under the hood' changes Preach has added to make everyone's life easier.
We could release any day, but I feel the mapping tutorial ought to be updated with all of the new content and features, otherwise there's no point in releasing; no-one will really know what's in the box.
But what do you guys think? Would you rather get the content now, and wait for me to incrementally update the tutorial over the next couple of weeks or so? Or just wait until I finally grind through it like last minute exam revision, so you can clear the first hurdles as soon as your downloads are finished?
Kell
#6917 posted by JPL on 2008/02/06 21:45:03
Well, having the pak without any explanations is not really helpfull for people, as nobody but the quoth2 team, knows exactely what's inside..
Well, it's up to you, but I'd rather prefer to read the "manual" before using new stuffs...
In anyway: it is a very good news !!
I Reckon
#6918 posted by ijed on 2008/02/06 21:58:40
Take your time is better - there's always something left that you want to fix, rushing it at the last minute just means you leave in junk you'd normally sort out.
Writing the docs is a good time to take a breather and look at the whole project, rather than a collection of features under a microscope.
</shrug>
Well.
#6919 posted by goldenboy on 2008/02/06 22:20:07
Thanks for the help so far. I sealed the map off with a makeshift skybox and compiled. I got "Too many portals on leaf" with (tyr)vis, so I hacked it and then it compiled.
R_speeds are around 3000 (fastvised) so it seems I should probably seal the areas off more (the sky I have now is just a box over the whole map).
I can close a few windows (no big deal probably) and I can do what Ijed et al. said and "fake" the openness. I probably will have to. I'd prefer a fast map.
Neg!ke, my walls are 256 units high right now IIRC. Without roof stuff. That seems to not be enough to block VIS.
I'll do the invisible skybrush thing.
I don't know if I breached any limits right now, because I run the map in my hacked copy of Tyrquake. ;-) the one that runs Marcher etc. so I wouldn't know. I have a LOT of torches though and there will be corpses. No more than 30 or 40 monsters will be visible at a time.
Louis, I have metal corridors (this is not the grotto map) and doglegging them would be a bit problematic... the outdoor parts are all triangles, yes (compiled fine). I'll close the windows for a start. I'll send you the map soon so you can take a look at it. ;-)
Some more questions arose:
1) How to make a func_train stop at a path_corner and wait to be retriggered? My .def file is rather sparse with comments, I tried spawnflags 4 but it didn't work.
2) My GK door makes the key sound when opening (this is Quoth) but the SK door doesn't. Both are standard two-pane doors and both panes have the relevant key spawnflag set. It's a bit strange.
3) The "angle" key on trigger_once seems to do nothing? No matter what I set it to, the trigger is always activated by touch, regardless of the direction the player moves. Does this even work? I used a value of 180 (due south) but it acted as always...
I checked #terrafusion once but everybody seemed to be away? I'll look into it.
Kell: I'd prefer full documentation, even if it takes longer.
FaTboy
#6920 posted by Mike Woodham on 2008/02/06 23:01:52
Sorry but I'm abroad for a little while and as I didn't bring my Quake laptop with me, I can't check things.
Might be worth posting a note on the BspEditor website, he always has answered me quickly.
If not, I'll pick things up when I get home.
Goldenboy
#6921 posted by JPL on 2008/02/07 10:03:02
Please find answers to your question embedded below:
1) How to make a func_train stop at a path_corner and wait to be retriggered? My .def file is rather sparse with comments, I tried spawnflags 4 but it didn't work.
It is not possible without any QC hack of the func_train / path_corner. If you add a wait -1 to the path_corner, it will definitively stop the train, and there's no way to restart it... If I remember well it has been already asked in this thread last month... BTW: Kell, will it be a new Quoth2 feature ?
2) My GK door makes the key sound when opening (this is Quoth) but the SK door doesn't. Both are standard two-pane doors and both panes have the relevant key spawnflag set. It's a bit strange.
I never noticed that in Quoth before... effectively this is weird... I'll check that at home this evening, and I'll come back to you to confirm it.. maybe it is a real small bug...
3) The "angle" key on trigger_once seems to do nothing? No matter what I set it to, the trigger is always activated by touch, regardless of the direction the player moves. Does this even work? I used a value of 180 (due south) but it acted as always..
trigger_once angle field is effectively useless (AFAIK). No matter the angle you set, it will react as you mentioned it: I also experimented this behaviour.. so you can remove it, or put whatever value you want: it will work in anyway ;)
I hope it helped a little bit :P
GB
#6922 posted by negke on 2008/02/07 10:36:32
Fastvis doesn't tell much. If the map is really that small, try a fullvis and see what it's like.
The angle field does have an effect on triggers: it makes then only fire their target when the player touches them looking in the specified direction. It's only useful in very few particular situation but should be avoided in most cases.
ERm....
#6923 posted by RickyT33 on 2008/02/07 10:45:10
Kell/Preach - That sounds exciting, I have a 'virgin' map you see, the world is about 50% done and I'm kinda hoping to be able to knock a bit of Quoth2 magic into it! So far it has no monsters/weapons or anything except for some machinery, one door and an elevator and a few lights.
I was just curious about the timescale you guys were on, cause I remember you saying at christmas that it was nearly finished. I am by nature horrendously impatient! If it was going to take a long time, I would proceed to fill the map with Quoth1, but if all were left waiting for is a manual then I think I can wait!! :D
Please dont feel rushed by us people (well, me) take your time, please dont release it until you are happy with your creation, as I think everyone will be happier with a finished Quoth2! Patiently looking forwards :-P
Goldenboy - Have you tried AguirRes engine to run your map? I can guarantee that it will run your map! It also will tell you if you are over certain limits when it loads the map. My map 'The SickBase' was, in its released state, well over four of the hard engine limits for Quake1. My last map "The Hand" - I tested it in FitzQuake, but it was tailored to be touching a couple of the engine limits, and AguirRes engine was a real godsend!
I would also recommend his Vis too, as it saved my ass a couple of times, and frankly, now, I wouldnt use anything else!
Could you perhaps post a screenshot of your map? From an angle where you can see the upper section of most of the map? The idea of putting a massive skybrush over the entire level sounds like something I would have done when I started out, but nowadays I think I would spend a little time adding smaller sky brushes, to waste as little space as possible. This could save on speeds/vis times.
It would be easier to see what your facing if you showed a screenshot, perhaps noclipped out of the map, with gl_clear 1 on the console.
That is unless you are sworn to secrecy!
#6924 posted by JneeraZ on 2008/02/07 11:28:01
"It is not possible without any QC hack of the func_train / path_corner. If you add a wait -1 to the path_corner, it will definitively stop the train, and there's no way to restart it... If I remember well it has been already asked in this thread last month... BTW: Kell, will it be a new Quoth2 feature ? "
This is true. It's not possible, AFAIK. I wrote some QuakeC that gives me a custom "func_mover" class that WILL do it but it's not part of any mods I know of.
However, if Preach would like to include it in Quoth2 he could send me an email. The code is real simple. :)
Btw Kell / Quoth2
#6925 posted by negke on 2008/02/07 11:57:44
Which new features are in exactly? I'm not interested in new overpowered monsters, but rather some new triggers/funcs and additions to existing ones. Those are the things that make a pack like Quoth useful.
Re-movable Trains
#6926 posted by ijed on 2008/02/07 13:31:59
Are in Quoth1
Golden_boy
#6927 posted by ijed on 2008/02/07 13:34:57
From the description it sounds like the windows are the problem. Just put a brush inside that's a window pane ie. glass texture, which should solve everything, although it'll change the look a fair bit as well since almost all window textures are bright + colourfull.
#6928 posted by gb on 2008/02/07 18:27:57
I solved the train issue, Quoth seems to already have this indeed. You just set the path_corner to "wait -1" and check spawnflags 2 (apparently TOGGLE, just x in my case) on the train. Thanks Quoth guys.
The angle on the triggers definitely didn't work. I'll use something else.
Ijed, I'll just close the windows because I learned that monsters got activated when I didn't want them to, and this kinda sealed it for me. Problem--
Huge skybox: This was just so I could compile it for playtesting, I'll probably seal off the areas from each other now.
Will try a fullvis today.
AguirRe's tools & engine: Windows only, which is why I hacked Tyrann's already liberal ones. I have a stock Proquake 350 for testing the limits though. :-) atm I'm more concerned about roughly finishing it, then I'll take to the limits stuff.
Key sound issue still unresolved.
New question: I have a powerup (cross) on a func_train, which is supposed to raise the item out of the water/lava when triggered. This works with monsters, but not with the cross? The train rises when triggered, but the cross sitting on it doesn't. Does this just not work with items?
Screenie forthcoming.
Yeah...
#6929 posted by FaTbOy! on 2008/02/07 19:16:43
I considered doing that, was a bit leery since I have been hasseling him with noobie questions already. I figured I would ask here & do some forum dredging to see if its been covered before in the past since I have a couple days off. I suppose its not a huge issue really, more of a nagging question.
Thanks, Fatty
Hmm
#6930 posted by RickyT33 on 2008/02/07 20:29:23
the directional trigger - on the "teaching old progs.dat new tricks" thread, wasnt there a way of 'activating' trigger with another trigger, so it wont fire until another trigger triggers it? It wouldnt be directional, but I think maybe you could use it...
Goldenboy
#6931 posted by JPL on 2008/02/07 20:37:29
About your 2nd question (i.e key sound when opening SK/GK), I checked it and it generates no sounds, except door opening sound... I'm in worldtype 2 (base)... and maybe it doesn't work at all here.... though...
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