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 ?
#8078 posted by negke on 2008/12/01 20:51:57
11khz mono.
The more sounds are played simultaneously (especially if they are loud/bass), the worse it sounds.
Negke
#8079 posted by JPL on 2008/12/01 20:55:50
Thanks... what if sounds are 22kHz or 44kHz ? Can it cause soundcard crash ?
Oh...
#8080 posted by JPL on 2008/12/01 20:57:03
..and 8bit or 16 bit mono ?
#8081 posted by negke on 2008/12/01 21:01:27
8bit.
If the sounds are 22khz etc, they usually aren't played in regular engines, I think.
JPL
#8082 posted by gb on 2008/12/01 21:22:01
space zero G maps, have you looked at Gyro? You can set various physics properties on entities, among them "hovering" which counters gravity IIRC.
http://inside3d.com/showtutorial.php?id=161
http://inside3d.com/showtutorial.php?id=163
http://inside3d.com/showtutorial.php?id=168
JPL
#8083 posted by golden_boy on 2008/12/01 21:26:30
sounds:
Engine needs 44.1kHz sound support, which many have, but your good sounds will stick out among the low quality Quake ones.
Metallic buzzing: Maybe distortion? Digital sounds can't be louder than 0 dB, otherwise you'll get bad clipping. Especially when several sounds come together, like an ambient sound plus monster, player and weapon sounds... the volume adds up, and then you get clipping.
Make any new sounds around -8 or -10 dBFS, often lower, and ambient sounds can be at -20 dBFS or similar.
Quake can't handle too many sounds at the same time, unless you do it right.
gb
And
#8084 posted by gb on 2008/12/01 21:28:27
higher sample rate sounds are normally roughly downsampled at runtime, which costs lots of processing power, and can maybe make your soundcard puke. Theoretically. Unlikely though.
:(
#8085 posted by Spirit on 2008/12/01 21:49:32
I soooo want more engines with Ogg Vorbis support. Ever since I started playing with the soundtrack playing Quake has become so much more atmospheric. And with Quoth and it's *_command you can even change the playing track on-the-fly (well, if the engine supports it).
OK Guys
#8086 posted by JPL on 2008/12/01 22:19:22
Thanks a lot for the advices.
Some of my sounds (and the faulty one) is 44kHz... so I have to make it 11kHz, as well as I have to check if it not too loud (i.e <0dB)...
hmmm, I know what I have to do now ;)
Sounds
#8087 posted by necros on 2008/12/01 23:37:06
if we're talking about a glquake engine or something close (fitzquake) then sounds in higher sample rates like 22 and 44khz, will be automatically downsampled to 11khz. this is actually worse than using an 11khz sound because the automatic downsampling used is bad unlike downsampling in a proper sound editing package.
also, use 16 bit. it's twice as big as 8bit, but 8bit makes for fuzzy sounds unless the sound is very loud like an explosion, but something subtle like wind humming or something will be fuzzy.
Monster Pathing Question
#8088 posted by JneeraZ on 2008/12/02 12:51:57
I'm trying to set it up so that monsters will seek the player out in the level. They don't care if the player is visible, they will just hunt him regardless.
What I currently do is I set the monsters goalentity to the player and set them to walking. Now, that works but monsters like scrags won't change their elevation in pursuit of the goal. I notice that they WILL fly up and down when attacking so ... what can I do to make them Z aware when simply walking towards a goal?
Dont Know Willem, Sorry...
#8089 posted by RickyT33 on 2008/12/02 13:04:08
But that made me think of a query:
In Ijeds 256 brush SpaceHulk map, he used Quoth's "spawn aware" thingy to get the hordes of feinds to run towards the player.
Ijed - was this easy, or did it cause problems - I seem to remember trying to use the spawn aware flag and it not working ... (?)
How Do You Do That?
#8090 posted by ijed on 2008/12/02 13:08:22
In the case of cooperative?
Point of fact, how do you do that anyway? (the first part).
I'm new to writing code, but I tend to think in the right way.
Monsters are never z-aware AFAIK. You could make some sort of hacked entity flag for path points, but it wouldn't work so well.
http://www.inside3d.com/showtutorial.php?id=52
Is how I got z-aware working - maybe it can be applied to the goalentity.
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