Yep.. Another Mystery Solved
#8535 posted by negke on 2009/05/17 19:23:11
generic: Stacking monsters (add a self-removing func_wall for neatness, to avoid walkmonster-in-wall-related issues) and waking them up to drop has downsides: the player can't here their wakeup sound and there's a risk of telefragging - which is why I'm slowly lowering them on the teleporters.
Yes
#8536 posted by madfox on 2009/05/17 23:26:10
I live in the netherlans..,
now looking for my threedimensional ass.
Ah!
#8537 posted by generic on 2009/05/18 00:54:25
I see.
Teleporter Doors
#8538 posted by Hrimfaxi on 2009/05/18 11:52:13
Well I have recently done the same with doors and teleporters to come under the edicts max.
I just made the dors go down into the teleporters with the monsters, and have had no faults with this setup.
Keeping Preach Employed Even In Times Of Crisis
#8539 posted by negke on 2009/05/19 10:38:08
Mental exercise :)
My plan for the boss battle included the spike_touch trick with the owner field set to the player in order to stop the monsters from infighting and refocus on the player every few seconds. Problem is, each monster seems to need its own trigger (three, they move around in an arena) which then only works once. Placing three large triggers in one spot only works for one monster, the others remain unaffected. Is there a way to make this work?
Hrimfaxi: Hmm, probably related to the way I set this up then. Don't think it has to do with the destination side, but possibly of the point teleporters or the shelf-shaped door..
Thinking
#8540 posted by Preach on 2009/05/21 01:41:15
I can kinda almost see a way to do that, but there's one little snag, where I need some function that sets self.movetype to fly or noclip, without setting any kind of model. I'll keep hunting for something like that, maybe post tomorrow...
.mdl To .map
#8541 posted by JPL on 2009/05/24 19:42:23
Is it possible to export a .mdl (for a given frame) to .map ? any idea how to do it ?
Working Link For Quoth2 Fgd?
#8542 posted by Drew on 2009/05/26 00:16:18
Quoth 2
#8543 posted by JPL on 2009/05/26 08:21:31
Where Is It?
#8544 posted by Drew on 2009/05/26 18:06:52
I checked there already and couldn't find it - probably just blind, but it wasn't in the quoth editing section, and I didn't see it in the main part either.
I know that Ijed had made one up and posted it on quaddicted.com, but can't seem to find that either. I guess I'll keep looking!
Have It
#8545 posted by Preach on 2009/05/26 19:27:17
Yeah
#8546 posted by Drew on 2009/05/27 02:15:38
Found it a minute ago, thanks!
Preach
#8547 posted by negke on 2009/05/27 19:11:01
Any success?
Not a big deal if it doesn't work, just would've added a nice little twist to the combat (-> Shambler+Vore with having one another set as owner, Fiend to used as a living shield and temporary diversion).
Sorry...
#8548 posted by Preach on 2009/05/28 23:45:28
It's not going to be possible. The reason is actually buried in why the trigger disappears after one use. The spike_touch function has to remove the touching spike once it's done. So I had a look to see if there was an alternative function which didn't have this side effect.
Sadly, the only functions which do damage where the inflictor is different to the attacker always remove the inflicting entity at the same time. This property is key to how the attack from the info_notnull gets the monster mad at a different entity(the owner of the notnull). So it isn't possible to continue doing it multiple times.
If it's any compensation, I did discover a very cool hack on the way, which I hope to share with a testmap this weekend...
Ah Ok
#8549 posted by negke on 2009/05/29 19:09:50
Looking forward to the new hack, though. Means that my question wasn't totally fruitless.
Re: Engine Standards
#8550 posted by negke on 2009/05/29 22:13:57
Fitzquake brightens up the models heavily, while they are only dimly lit in Glquake. If I increase the light to make them look remotely acceptable in GL, they are almost fullbright in Fitz. Or conversely, models that look right in Fitz are barely visible in GL. This makes the pent-over-the-void secret almost a Fitz-exclusive. Fark off, both of you...
You Been Reading
#8551 posted by ijed on 2009/05/29 22:31:31
Irvine Welsh Negke?
No, But It Also Affects The Shubs Which Is The Real Problem
#8552 posted by negke on 2009/05/30 12:29:36
A tip for bringing down the edictcount: info_player_deathmatch entities are not removed in a single player game, so remember to give them spawnflags 1792. This will break the DMSP mod, though.
Question
#8553 posted by Tronyn on 2009/06/01 01:30:51
using aguirre's tools, how does one do an entity compile on a bsp when one already has the bsp and a .ent file
(I used bspinfo to generate a .ent, edited it, and now want to recompile the map).
Really Dont Know Man
#8554 posted by RickyT33 on 2009/06/01 01:55:24
Email him? I would :)
Worldcraft
#8555 posted by ijed on 2009/06/01 05:34:42
Compile window has the only entity option, although you have to suffer the window itself.
Otherwise should be in the docs on his site.
Tronyn
#8556 posted by Lardarse on 2009/06/01 06:57:07
txqbsp -onlyents mapname.ent
If that doesn't work, rename the .ent to .map and try again.
Negke:
#8557 posted by metlslime on 2009/06/01 08:04:25
But, fitzquake only emulates the original software lighting, which glquake deviates from. Since so many played glquake for so long, you could argue that the "standard" is dim lighting and lack of fullbrights, but at least fitzquake has those options if you know the right cvars.
For a mapper, there's no good solution other than making a map that is 99% enjoyable on any engine, even if a few things are less than ideal on some engines.
Cool
#8558 posted by Tronyn on 2009/06/01 23:06:55
Thanks guys. Also if anyone else wants to volunteer to test, the more the merrier (I have 3 testers atm, along with others who are in on the project(s) like PM, or are consultants/observers (ijed).
Last Hack Question For This Map (hopefully)
#8559 posted by negke on 2009/06/04 19:14:50
Almost had this working but now my mind is too messed up and I'm tired of trial and error'ing my way through Quake logic.
What I need is a single entity that simulates an item pickup upon triggering: use the model, play the sound, remove itself.
"classname" "info_notnull"
"origin" "-140 1256 -152"
"targetname" "red_arena"
"think" "InitTrigger"
"use" "multi_use"
"killtarget" "red_arena"
"noise" "items/armor1.wav"
"modelindex" "233"
"model" "progs/armor.mdl"
"skin" "2"
"delay" ".2"
"nextthink" "9999"
This doesn't work obviously - what's the right think/use function to use here?
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