Yeah
Great!
#703 posted by Madfox on 2003/11/09 11:56:22
Big Thanx there, FatController & Wazat!
I was looking for these files a long time.
Had a lot of it, but only in the *.qrk extention. And Quark is good!
But now I can at least compile with the true-ones.
Anyone seen the dragon.qc ?
#704 posted by Mapist on 2003/11/10 13:27:51
I need RTCW single player tutorials, can any one help ?
First Result On Google...
#705 posted by - on 2003/11/10 14:29:06
http://www.planetwolfenstein.com/tramdesign/resources.html
There's accually a bunch of good tutorials there for general quake3 engine mapping too.
MadFox
#706 posted by Wazat on 2003/11/12 13:12:00
Try giving worldspawn a "speed" value, that might do it. If not, I probably forgot to update the VoidEnts download after re-doing them for Battle Mech.
I'll try to get that done sometime soon. So busy with college... :)
BTW, Custents is an awesome mod to use. I highly recommend it.
Doom3:
#707 posted by Sgt. Bilko on 2003/11/14 05:28:01
Try http://www.planetwolfenstein.com/sp/walk/ -- that should cover what you're looking for, soldier.
Mistar Webmast�r Metal-slimes Sir!
#708 posted by czg on 2003/11/14 20:58:49
I managed to cook up* a bsp that creates that fantastic got a NaN velocity on monster_whatever error in fitzquake. (The one necros was moaning about earlier.) Just wondering if you ever found out what caused it, and perchance if the bsp would be of any interest.
* By "cook up" I mean I decompiled one of my maps with a bsp2map proggy and tried to recompile it again.
Hmm...
#709 posted by metlslime on 2003/11/15 04:37:03
I used to get this in the debug build, and i was really worried until i found out that the problem went away in a release build.
Anyway, i'm pretty sure it's a compiler thing (as i haven't done anything with physics code) but... hmm. I don't really know what causes it. I can look into it, and maybe i can write some code that says "if you get a NaN velocity, reset the velocity to zero" or something... so that the error will still happen, but you can keep playing anyway.
P.S.
#710 posted by metlslime on 2003/11/15 04:38:51
Whenever *I* got it, it was always on the player, and always in a debug build. But i assume it's related either way. For the record, necros' map was totally crazy in the brush department, so the solution may be, "don't make totally crazy in the brush department maps" or something.
P.P.S.
#711 posted by metlslime on 2003/11/15 04:40:01
I'm totally drunk, and i can barely operate the keyboard or focus on the monitor. So it's a wonder i can still spell or type. I guess it's becuase i'm a bad-ass. Anyway.
More Flexible Light Distribution In Q1
#712 posted by aguirRe on 2003/11/15 09:53:46
If you've been having problems with Q1 light banding effects in e.g. arch faces or infinite (delay 3) lights saturating entire areas, you might want to take a look at my latest Light 1.26 version available at http://user.tninet.se/~xir870k .
There are several new options for more flexible light distribution. Also, there are several new emulation modes for the ArghLite/IKLite/LightDLX tools.
Re:P.S.
#713 posted by czg on 2003/11/15 10:17:15
For the record, necros' map was totally crazy in the brush department, so the solution may be, "don't make totally crazy in the brush department maps" or something.
The map in question, (which, as I said, was a result of a decompile of one of my bsps,) was composed of 5000 1 unit thin brushes (the original map was 1000 brushes) , each representing one face in the map. So yeah, it was crazy in the brush department.
It leaked too...
Just To Let You Know:
#714 posted by necros on 2003/11/15 23:58:05
it was on a monster_shalrath, so i just moved all the shalraths around. stupid way to fix a problem but it worked.
ps: and it's moaning now, eh? :P
Floating Items
#715 posted by bawb on 2003/11/27 10:00:19
Hay!
I've seen some maps with armors hanging in the air, how's that done?
Floating Items
#716 posted by bawb on 2003/11/27 10:01:57
Hay!
I've seen some maps with armors hanging in the air, how's that done?
Bawb
#717 posted by Vondur on 2003/11/27 10:10:24
1. func_wall is a support for that armor
2. set trigger_once with kill_target key set to that func_wall
3. put info_player_start into that trigger
Or If You're Talking About Q3
#718 posted by - on 2003/11/27 11:10:46
just set the 'suspended' option on the item.
Qonverge Compile Error - Couldn't Read Rest Of File
#719 posted by Zwiffle on 2003/11/27 14:51:58
OK, I'm using Hammer and Qonverge... oops I mean WorldCraft 3.3 and Qonverge, and get this error " Error 35: error reading from file. " after it starts to process Hull 3. Both Hulls 1 and 2 apparently have leaks somehow, { "Warning 10: reached occupant at <x y z> no filling performed" ) even though I've made sure the entire map is leak proof... I think anyway. i've never gotten this error before, and haven't found anything on here about this error. Can anyone help me fix this? Would be most appreciated. Happy Thanksgiving!
Error Reading From File
#720 posted by DaZ on 2003/11/27 15:54:09
Thats a new one for me, and I've been using Qonverge and hammer uhh wc 3.3 for ages.
Just a thought, but isn't hull 3 for use with player crouching? (I might be wrong) If it is then there should be a parameter you can set so that the compiler doesn't compile the map to be "crouch compatible". Which is q1 matters not a lot :)
What I Meant Is
#721 posted by DaZ on 2003/11/27 15:55:05
with this parameter hull 3 wont try and be created so your error might dissapear.
Which Parameter...
#722 posted by Zwiffle on 2003/11/27 16:20:07
is it? Or do you know? I dunno maybe I should try to see if there are some leaks that I didn't get?
Ummm -nocrouch
#723 posted by Zwiffle on 2003/11/27 16:26:33
didn't work. I tried it when I compiled, instead I just got the same error after hull 2, so that wasn't it.
Hmmm
#724 posted by DaZ on 2003/11/27 19:49:04
the problem runs a little deeper then :/
I dunno if I can help any more as I've never had this issue before :( I'm sure someone else around here can help, the guy who wrote the compiler has been known to peruse these forums on the odd occassion :)
I'm Not The Maker
#725 posted by aguirRe on 2003/11/28 09:29:34
of DuBSP (which is a part of the Qonverge utils), but I might be able to help you if you send me the zipped map+wad.
Efrags?
#726 posted by Madfox on 2003/11/28 14:23:12
I was running the forumboards and came to someone, who had construckted with WorldCraft1.6
He got the error at the Quake1-console:
- too many efrags! -
Does anyone know, what this means?
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