#7819 posted by necros on 2008/10/15 08:07:41
only some compilers can properly compile a map with a rotating brush. try aguire's compile tools.
#7820 posted by Killa on 2008/10/15 08:11:43
Frikac's cant?
#7821 posted by Killa on 2008/10/15 08:11:59
nvm thats qc sorry -.-
#7822 posted by Killa on 2008/10/15 08:25:19
No, his aquires compile tools did not help... maybe im making the door wrong?
all i did was make a door shaped brush and tied it to func_rotating_door
 Hip Rotating
#7823 posted by spy on 2008/10/15 09:35:02
func_rotate_door = info_rotate + rotate_object
#7824 posted by Killa on 2008/10/15 09:45:45
so when i make the func_rotating_door i should use it like a origin brush?
 Sumthin' Like This
#7825 posted by spy on 2008/10/15 21:28:28
 CZG's Instructions For Making A HIPNOTIC Rotating Entity
#7826 posted by negke on 2008/10/15 22:26:50
#7827 posted by Killa on 2008/10/15 22:38:59
WoW all of that just for a rotating door?
 Yeah
#7828 posted by Kinn on 2008/10/15 23:56:49
in the quake 1 engine, rotating brushes are basically just a colossal hack.
 Sound Channel Selection
#7829 posted by JPL on 2008/10/16 14:43:46
How can I set a channel for a sound I want to play in a map that is Quoth2-based. I read Kell's tutorial, but nothing is explained about channel setting...
 I Checked
#7830 posted by necros on 2008/10/16 19:33:12
and you're right. the omission in question is:
A sound channel on which to play the sound can be set, with values from 0 -> 7. Default is 0.
the key you use for that is 'impulse'.
 Append
#7831 posted by necros on 2008/10/16 19:34:09
it should be noted that quake uses channel 0 to mean 'any available channel'. it won't override a sound playing on a channel, so if you want a sound to be stoppable, you need to specify a channel > 0.
 Armor & Health
#7832 posted by madfox on 2008/10/16 20:14:19
I wondered what the skill of player in Quake1 relates in case of health and armor.
When my health state lowers to 15 points I am close to death, but what role does armor play in this?
Does my health count lower slowly when my armor is heigh?
When my armor rate lowers to 15 it turns red, does my health count drop faster?
I can't find any reliable match in these two.
 Necros
#7833 posted by JPL on 2008/10/16 20:24:07
Thanks a lot for the explanations ;)
 Armour
#7834 posted by Preach on 2008/10/16 20:26:34
Armour takes a certain % of any hit and deducts those points from the armour first. The % depends on the colour of the armour, green takes 30% of a hit, yellow takes 60% and red takes 80% off the hit. If the amount of damage taken exceeds the amount of armour you have left, the excess points are deducted from health.
This does not change if your armour or health are low, the colour is only there as an indication that you're about to run out of one or the other.
 MadFox
#7835 posted by JPL on 2008/10/16 20:29:39
I suggest that you test it on a test map. as example a box with a soldier + an armor. Let the soldier almost kill you (i.e health lower than 15) and then pick the armor, and check whether health is dropping down in the same way...
Otherwize you would have to explore original progs.dat decompiled qc stuff...
Maybe you could check there whether you can find something of interest: http://www.gamers.org/dEngine/quake/#QDP
#7836 posted by negke on 2008/10/16 20:49:01
I once read that in Doom it's not a bad idea to completely deplete a blue armor first and only then pick up, say, a green one, because its damage deflection surpasses the one of the lower armor regardless of the total amount of armor points the player gets. Does the Quake armors work the same way then?
#7837 posted by Spirit on 2008/10/16 20:50:16
yes
 Clear
#7838 posted by madfox on 2008/10/16 21:11:38
That's a clear explanation. I 'm so involved in playing I never had time to watch what exactly happens reffering armor and health.
Mostly I only keep my health score in view, while combat takes that much concentration.
JPL- I already did, but it took quiet some time before the soldier had my armor count down. It already killed all my health before that time, so I was figuring what would be the relation between them two.
 Green Armor
#7839 posted by Lunaran on 2008/10/16 21:43:47
only protects for 30%, so you're still losing two points of health for every point of armor. (Meaning, with a green armor you can die with 50% armor.) Yellow is 1:1, but you get 150 so you can still die with 50 armor, and then red is 2:1. Only with red armor do you get complete parity.
 Okay, Roughly.
#7840 posted by Lunaran on 2008/10/16 21:44:10
ykwim
 Coming Soon To A Living Room Near You
#7841 posted by HeadThump on 2008/10/16 23:15:13
Quake Rules AD&D
 Durability
#7842 posted by Preach on 2008/10/17 01:04:11
Although it offers the least protection, green does take the most damage before it is completely gone. 250 points of damage in one go would wipe out red and yellow armour exactly(and do 50/100 hp of health damage too). 250 hp of damage in a single blow would leave a full green armour with 25 points left(although the player would need a megahealth to survive the remaining 175hp of damage).
If you imagine the 250 damage being dealt out in smaller portions over time, with healing from medpacks in between, then the numbers only change a small amount due to rounding. So the green armour will last you the longest, assuming you have the healing to keep you alive.
As a final aside, it's worth noting that when rounding occurs, the damage to armour is always rounded up, although the amount taken is also rounded up once the points from the armour are deducted. This can be important when you make new monsters with low damage attacks, as 4hp will do no health damage against red armour, similarly 2hp for yellow and 1hp for green.
Sometimes this is undesirable and should be avoided. Knight melee attacks are random between 0 and 9 damage per frame, with an expectation of 4.5 and heavy weighting towards the center. This means they tend to do more armour damage than you might expect from just looking at the total output of damage. The randomisation also means that they don't always do just armour damage to a red armoured player.
On the other hand, in Quoth the pyro does even lower damage per hit, but may hit the player two or three times per frame. This, along with the health pack it drops, helps solidify it's role as an armour stripping monster: after a fight the player will often be as healed or moreso than when they began, but hopefully with a drop in armour protection.
 Converting Quake 1/Counter-Strike Geometry To Quake 3 Arena.
#7843 posted by 8IronBob on 2008/10/19 14:50:42
I have a bit of an issue here. There's a map that I have built a nice map in CS:CZ not too long ago, using Valve Hammer v3.5, and now I'm looking to port that geometry to GTK Radiant to be built for Q3A. However, I have an issue where the geometry doesn't seem to take, for some strange reason. Does someone know how to get the map geometry to be recognized from Hammer in GTK Radiant for uses for games other than it was originally built for? Any assistance is greatly appreciated. Thanks.
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