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...
#6932 posted by negke on 2008/02/07 20:40:35
Triggers with angle do work the way I said. Try different angles or touching them while moving backwards and you'll see.
Is the powerup suspended or does it drop to the floor? It has to be placed above the spot the func_train will apprear in-game (first path_corner) and it should work. If it doesn't rise with the platform, try placing it higher above.
Triggers And Angles...
#6933 posted by metlslime on 2008/02/07 21:08:58
note: angle 0 won't work for this, use 360 instead (quakec treats a "0" value in a map the same as the value not being set at all.)
#6934 posted by Kell on 2008/02/07 21:13:22
direction dependent triggers: just tried this for both trigger_once and trigger_multiple:
"target" "silver"
"angle" "270"
works fine.
I suspect this: regardless of the direction the player moves is the misunderstanding. The angle specifies that the trigger only fire when its value matches the player's direction of facing, not their direction of movement.
key sounds: it would hep if you told us what key type you're using. If it's the quoth 'elder keys' then neither gold nor silver makes the key sound along with the door sound when used. I guess this was a deliberate decision to prevent the much more intrusive key sound from drowning out the door sound, though I can't honestly remember.
I tried out the other keys in appropriate maps and got the correct sound with all of them.
falling cross: I think this is a quoth1 error, caused by changes to the func_train that has them spawned in a map after items, instead of before as in id1 progs. I think.
#6935 posted by Kell on 2008/02/07 21:14:19
also, what metl said about 0/360 :P
#6936 posted by gb on 2008/02/07 22:30:51
All right, thanks for helping.
Key sounds: Worldtype 1. Hm, if it works for you Kell, then it's probably my fault. JPL: Were you using Quoth? If so, I'm certain it should play key sounds when opening base keydoors. It does in one of my maps. Standard Id1 does _not_ play those sounds although they're in the pak files.
Angle triggers: Same. Anyway I changed all of them to info_notnulls so they, in turn, wait for another trigger. Works even better for me. (What Ricky said.) I knew about the 0/360 thing, but I couldn't get 180 to work either. Whatever...
Falling cross: I'll have to find another way then. Hordespawn can spawn items, right? That might work.
gb
#6937 posted by gb on 2008/02/07 22:37:10
oh umm, JPL, I think Quoth1 doesn't have the key sound thing. :-P sorry, mess-up on my part.
Hordespawn
#6938 posted by Preach on 2008/02/07 23:47:02
It's not a good idea to use hordespawn for items in quoth1, as it will probably break your monster count on the map. This is fixed in quoth2.
Gb: No Problem ;)
#6939 posted by JPL on 2008/02/08 08:53:04
I indeed tested your issue with Quoth1 ... I didn't understood you weer beta testing Quoth2 :P
And I'm also waiting patiently for Quoth2 release, as there's no hurry on my side as my project is half completed regarding brush count...
Hehe...
#6940 posted by distrans on 2008/02/08 09:47:35
Yes, It Is!!
#6941 posted by RickyT33 on 2008/02/08 11:18:38
That just makes me wanna do aliens Quake levels again. Make sum, I mean! Played Rubicon last night for the first time. I thought it was quite 'Alienesque'. I suppose my current map is a bit alien style. I'd like to think so. Theres something about creeping around dark techy corridors, exploring at the same time as looking out for nasty beasties! Hehe - new map will have SSG, SNG, PG and GL. They all fit that sort of style!
S00ry - I diverge....
Preach
#6942 posted by gb on 2008/02/08 19:53:01
Good to know. That'll do then.
Sound Switching On/off....
#6943 posted by JPL on 2008/02/10 10:50:32
Question: is there a way to swith on off sounds in Quoth ? Example: I want an alarm sound to start using a trigger (this one is supported), but if I want to switch it off, I don't know if it is possible (using a toggle field, etc...).. Any clue ?
.MAP And .WAD File Locations
#6944 posted by JneeraZ on 2008/02/10 11:34:12
A user on my blog has come across something which I'm not 100% sure is a problem. What do you guys think?
He saved his maps and wads into another directory on his machine, seperate from Quake. When he went to compile it, ToeTag crashed on him and he couldn't re-open the map.
ToeTag, at this point, requires your MAP files to be in "id1/maps" and your WADs to be in "id1/gfx". Is that unreasonable? Do other editors allow you to keep files wherever you feel like on your hard drive?
#6945 posted by JneeraZ on 2008/02/10 11:35:24
Oh, and of course you can use mods. Like if you're using Quoth, then "quoth/maps" and "quoth/gfx" work fine.
Yeah That's Kinda Unreasonable In My Opinion
#6946 posted by czg on 2008/02/10 12:32:48
Neither .maps nor .wads (map texture ones at least) are ever used by the engine so there is no need for them to be anywhere special.
#6947 posted by JneeraZ on 2008/02/10 13:42:12
OK, fair enough. That's something I didn't consider when initially writing the editor since that's not how I personally work (I just use the maps and gfx directories).
Will fix for version 1.0!
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