Thx
#8053 posted by enki on 2008/11/27 19:50:46
thanks, Lardarse.
#8054 posted by JneeraZ on 2008/11/27 23:44:03
Hah, and I wrote a bunch of QuakeC to support corpses for "White Room". Damn it!
The Corpse And The Three Point Clipper
#8055 posted by Preach on 2008/11/28 01:52:28
It's always best to make proper classes for those kinds of things, you don't have to worry about the entity list order, and it's a bit easier to manage the map when things have suggestive classnames.
I've got a light tool question of my own now. I was under the impression that if you gave any entity a "light" key with non-zero value and a "targetname" of some sort, then everything with that targetname would get a switchable lightstyle. However, I've just given this a go with a custom class of entity and the lights are given style 0, which is a bit problematic when you come to toggle them. I can manually set the style to something else on the entity, and things work, but if I set that to 32, and 32 gets allocated elsewhere I'm in trouble.
So my main question is how light.exe decides what is a switchable lightstyle when it comes to custom entities, and if there's a way to deal with this. Any offers?
#8056 posted by JneeraZ on 2008/11/28 11:41:00
"It's always best to make proper classes for those kinds of things, you don't have to worry about the entity list order, and it's a bit easier to manage the map when things have suggestive classnames. "
Well, the way I did it was to add a new spawn flag called "SF_CORPSE" (or something like that). Anything monster with that flag set would spawn in, assume a random death pose and go into a dead state so it didn't take up processor time.
It worked well enough and was definitely manageable. I can see your point about the separate classes though.
Mapobjects
#8057 posted by ijed on 2008/11/28 13:48:50
Are definitely underused in Quake - the main problem being model precaches. Corpses aren't a problem because they'll be cached anyway since its almost a given that there's a living version in the map.
More Lighting Woe
#8058 posted by Preach on 2008/11/28 17:08:57
Further to my post about the switchable lights, I've managed to narrow the problem down to occuring with aguirre's light.exe but not arghlite.exe.
When I give these entities a classname of "light" then they behave as regular switching lights, and are given their own lightstyle. Once I change the classname to "light_tubelight", arghlite treats them no differently, which is what I expect. But aguirre's light stops giving them a unique lightstyle, which causes them to turn off all the lights in the level when they get triggered.
It seems like it's filtering entities by classname before deciding whether the entity in question needs a unique lightstyle. So has anybody run into this, and is there a way to disable this with a command line switch or something?
Compilers
#8059 posted by enki on 2008/11/28 22:27:21
Are there any decent front end compilers for Quake similar to Eddi's GUI or Nem's Batch compiler for HL?
Er....
#8060 posted by RickyT33 on 2008/11/28 22:35:18
Command Prompt + AguirRe's txqbsp. Its fast, stable and VERY EASY TO USE!!!
(Not as far as I know)
Thanks
#8061 posted by enki on 2008/11/29 00:28:59
I'm not sure why but there is **** for Q1 support docs for GTKR 1.5.0. I can't seem to get the compilers configured right, it seems to want to default to Q3 compilers. There's that and Zerowing's gamepacks link is a 404, and there's nothing about how to get GTKR configured for Quake 1. This is frustrating.
Nm
#8062 posted by enki on 2008/11/29 01:04:56
forget it, i just forgot had to remake the .game file. all good. thx for hearing my rant.
Quake1
#8063 posted by ijed on 2008/11/29 04:30:26
Is a bit like that, Google just throws up lots pages of dead links.
Here's the main mapping place, Inside3d for modding and if there's a dedicated modeling forum then someone let me know.
I will say that there's a lot less timewasters in Quake1. Snarky fuckers in a higher percentage, but there you go.
Gtkr 1.5.0 And Quake1
#8064 posted by enki on 2008/11/29 09:33:32
Well I'm now at a loss. I think I need to make a new default_build_menu.xml because the one that comes with 1.5.0 is for Quake 3. I have no idea where to go with this... Google pretty much fails.
Anyone ever set up the build menu and get compiling from Radiant working properly for Quake 1?
Ijed,
#8065 posted by HeadThump on 2008/11/29 09:57:38
what sort of minimum set up did you stitch together to get Aquire's NehQuake to work without Nehahra present?
Thanks in advance
- Adawanp
Gravity
#8066 posted by JPL on 2008/11/29 14:29:50
Is it possible to have a "0" gravity in a map ? I think Quoth2 allows it, right ?
Well
#8067 posted by ijed on 2008/11/29 14:36:30
As I remember it needed inside it's own directory a fake packfile that simulated to the engine that Neh was present.
The packfile has a sprite and a map in it, those being the essentials.
http://www.4shared.com/file/73663601/52f16486/nehfakepack.html
Statue/viewthing
#8068 posted by generic on 2008/11/29 16:35:33
Isn't there already an entity called func_viewthing or somesuch that could be used for statues? Does it require precaching as well?
Thanks,
#8069 posted by HeadThump on 2008/11/29 18:07:09
you made my work flow today 100.88 percent easier. I was going to follow the pop up error trail to create dummy files otherwise.
Np
#8070 posted by ijed on 2008/11/29 18:14:28
Enki
#8071 posted by necros on 2008/11/29 21:21:06
why not give sikkpin's editor a shot? it's very similar to gtkr and it's made for q1
Necros
#8072 posted by enki on 2008/11/29 23:48:39
You are referring I would assume to this thread:
http://www.celephais.net/board/view_thread.php?id=60225
sikkpin's QuakeEd 3.1 (build 102. I will check it out. Thanks for the heads up; cheers :D
JPL
#8073 posted by Lardarse on 2008/11/30 01:31:53
No gravity at all isn't possible, as 0 will default to normal gravity, but you can make the gravity very low.
Lardarse
#8074 posted by JPL on 2008/11/30 09:34:58
Thanks for the info, I was not sure about that point ;)
Blue Lines
#8075 posted by Preach on 2008/11/30 18:21:53
You can't set the gravity multiplier on individual entities to 0, for the reason lardarse describes. But you can set sv_gravity to 0, which works because cvars can have non-zero defaults. I wouldn't recommend it though, because the player can't properly land, so even when you're against the floor you can't jump.
Hmmmm
#8076 posted by JPL on 2008/11/30 18:52:37
So a map with no gravity, like in space, would be very difficult to do.. unless a "fly mode" is enabled... Maybe a good idea for later ...
Thanks :)
Sound Question
#8077 posted by JPL on 2008/12/01 20:15:30
I have a question about sounds I want to add in my map (Quoth2 based): is there any specific format I have to respect ? During beta test, it has been noticed the sound, after some time, turns to metallic buzzy effect... any idea where it can come from ?
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