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!
I Think
#6948 posted by bambuz on 2008/02/10 18:31:57
you should require the string "toetag" in the editor path and "quake" in the compiler and "maps" in the map path just to be sure that ... that what?
But yeah, seriously, allow people to keep their wads and maps and bsp:s anywhere. Someone could make a map for a mod that is named start.bsp so it definitely needs to be in the right subdir to work.
Anybody Would Consider...
#6949 posted by JPL on 2008/02/10 22:22:43
... to answer #6943?
JPL
#6950 posted by gb on 2008/02/10 22:58:58
1. Trigger a play_sound_triggered
2. Trigger a trigger_relay, which killtargets the play_sound_triggered after "delay" seconds
That's just guessing though, I didn't try it.
JPL To #6943
#6951 posted by mechtech on 2008/02/11 05:16:33
One way to do it
(starts a loop)
trigger_relay
target soundplayer
targetname soundplayer
delay # (slightly longer than the sound)
play_sound_triggered
targetname soundplayer
speed -1 (same volume everywhere in level)
noise misc/alarm.wav
trigger_once
killtarget soundplayer
I dont't see a way to toggle. Have to use another loop
Gb / Mechtech
#6952 posted by JPL on 2008/02/11 09:04:09
I already tried to use a killtarget, but it did not stop the sound... also, if it would have worked, I doubt I would be able to restart the sound again, like a toggle...
I think there was a trick somewhere (except QC).. Anyway, thanks for the inputs...
Kell: is it something added in Quoth2 ?
#6953 posted by czg on 2008/02/11 10:04:20
The trick is you need to make the entity play a different non-looping sound on the same channel.
How you do this in quoth I don't know.
Err...
#6954 posted by distrans on 2008/02/11 10:36:46
...didn't Mr Woodham get togglable music happening in his last masterpiece (which used Quoth)?
Distrans
#6955 posted by JPL on 2008/02/11 12:02:14
Was it based on Quoth, but with some QC modifications ?
AFAIK
#6956 posted by ijed on 2008/02/11 13:36:27
It was its own thing, with Quoth included. Having said that I had this working in Quoth1 - warpb. The rune shrine has a looping sound activated when you enter (the chanting) which is kill targeted by the death of any one of the enforcers / defenders.
I can't remember how I did it but it is possible with standard Quoth1 entities - mess with the entity set for long enough and you'll get there. Or else you can download the source from shub-hub, the 7zip password is the name of the pack in lowercase, without a space.
Play_sound_triggered
#6957 posted by negke on 2008/02/11 14:24:56
spawnflag 1 = toggle
That's The Bunny
#6958 posted by ijed on 2008/02/11 16:26:23
Whats The One
#6959 posted by RickyT33 on 2008/02/11 16:36:05
for getting blood out of stones?
Monster_silicon_vampire
#6960 posted by ijed on 2008/02/11 16:45:43
Toggling The Music...
#6961 posted by Mike Woodham on 2008/02/12 20:40:48
...was done as czg said - I simply played a nul.wav on the same channel if the user pushed the button. (It also re-set the music player queue to the same piece of music so that if the player pushed the button again, the music.wav played again and re-set the music queue to the nul.wav etc)
Mike
#6962 posted by JPL on 2008/02/13 08:59:28
Thanks for the infos ! I'll try it ASAP.
JPL
#6963 posted by Mike Woodham on 2008/02/13 18:37:15
Don't forget that I was doing this in my own FMB progs.dat, not Quoth and not the standard one.
If you want more details of my music_player module, let me know.
Mike
#6964 posted by JPL on 2008/02/13 18:54:34
Oh... OK, I have to test it.. maybe it does not work with Quoth.. Let's experiment ;)
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