#8969 posted by JneeraZ on 2009/08/15 21:13:10
I'm working on it. It might be easy and it might not be. I'll know more by the time the weekend is out. For now, you could compile in a Windows machine by using Parallels or something ... or just use a regular version of QBSP for now.
Some Basic Questions
#8970 posted by anonymous user on 2009/08/16 20:45:15
I have a door but the angles 135 and 315 don't seem to work. Am I stupid ????
And how can I make a trigger that makes another trigger operational?
Re 8970
#8971 posted by necros on 2009/08/16 21:05:47
1. not sure, can't say i recall having any problems with those angles.
try 134 and 314? could just be those specific angles or the door could be linking with others. check that each door's bounding box isn't intersecting another.
2. short answer, you can't.
long answer, you can.
make an info_notnull but as a brush entity. (make it a trigger_once and rename classname to 'info_notnull'.
make a 'think' key and set it to InitTrigger.
make a 'nextthink' key and set it to '0.5'
make a 'use' key and set it to 'trigger_once' or 'trigger_multiple'
now set targetname.
set up any other relevant stuff like message or delay or whatever.
when you trigger this thing, it will turn into a normal trigger but will not do anything before.
Thanks For The Quick Reply
#8972 posted by rudl on 2009/08/16 21:19:33
1. 134 and 314 don't seem to work properly either.
I uploaded a testmap where I have this problem:
http://www.quaketastic.com/upload/files/misc/door.map.zip
2. Thanks I will try that :)
#8973 posted by necros on 2009/08/16 23:21:22
try fudging it by giving the broken doors negative 'lip' values.
#8974 posted by rudl on 2009/08/16 23:31:25
That seems to do the trick :)
#8975 posted by necros on 2009/08/17 01:34:06
you know what would be wild?
make a program that will load a bsp file that has had it's vis information calculated and somehow allow you to manually set which portals are visible from other portals.
Necros
#8976 posted by JPL on 2009/08/17 17:47:04
make a program that will load a bsp file that has had it's vis information calculated and somehow allow you to manually set which portals are visible from other portals.
Pure nightmare !!
#8977 posted by Rick on 2009/08/17 20:05:45
Or how about a program that would let you directly edit the light map? Could be useful for fixing those odd errors you get sometimes or just for creating some interesting effects.
#8978 posted by necros on 2009/08/17 20:35:20
not really directly editing, but it would be awesome if you could both assign a bitmap image as a light pattern on a spot light as well as be able to specify 'noise' on both sunlight, minlight and normal lights.
Editing The Light
#8979 posted by Preach on 2009/08/17 21:54:45
Probably the best way to create a program for editing the lights would be a custom engine. Just add the ability to "paint" by applying a dynamic light to the scene which gets written to the lightmaps fully. Then add the ability to save those back into the bsp. Only problem is that you'd have no way of restoring those edits to the bsp next time you compiled. Unless you recorded a demo of yourself doing it...
<-
#8980 posted by negke on 2009/08/17 23:42:27
I Love Posting This Link.
#8981 posted by grahf on 2009/08/18 04:38:36
Whenever someone says, "wouldn't it be cool if quake had..." chances are decent that pOx's eUtils has done it.
http://quake.chaoticbox.com/
I quote from the readme:
Tyrlite+ contains support for OpenQuartz ( http://openquartz.sourceforge.net ) LIGHT noise extensions. These allow you to apply noise algorithms when lighting a level to break up common color-banding problems, or acheive more "organic" looking lightmaps. The following attributes have been added to the eUtils Quiver defs for all lights:
"Noise Level" (_noise) accepts a floating point value from 0-1.0 (0 is no noise). You can "overexpose" the noise with values greater than 1.0, but the effect is usually undesireable (values of 0.5 or less are best for subtle effects).
"Noise Type" (_noisetype) can be set to 0 (Random), 1 (Smooth), or 2 (Perlin).
"Noise Resolution" (_resolution) controls the size or scaling of the effect. Higher numbers make the end effect larger (lower detail).
"Perlin Noise Persistence" (_persistence) This controls the perlin noise decay per octave.
You can use the "-noise" switch from the commandline to add random noise to all lights, but note that you cannot currently use noise on Global lights (Sunlight or Minlight).
Too bad it doesn't do noise on sunlight, pretty sweet otherwise though. Presumably you could get the code straight from OpenQuartz, but their hasn't-been-updated-in-five-years website wasn't terribly helpful.
That's Cool
#8982 posted by necros on 2009/08/18 05:47:11
i guess you could rephrase my above post as 'wouldn't it be cool if someone haxored pox's stuff into aguirRe's utils? :P
Mac OS 9 & Mac OS X (PPC) Compatible
#8983 posted by Spirit on 2009/08/18 08:34:34
wouldn't it be cool if it was cross-platform?
Hmm...
#8984 posted by metlslime on 2009/08/18 11:38:16
I thought all the id code handled byte swapping, could be mistaken though.
Autosaving
#8985 posted by necros on 2009/08/18 22:38:13
we've discussed this before, but i have no idea where it went...
i wanted to implement this for my next map, and i was thinking:
send console command save ne_autosave
and in a config file bind f8 "load ne_autosave"
f8, afaik, doesn't do anything and it's both close and seperate from f9.
opinions?
#8986 posted by metlslime on 2009/08/18 23:03:29
can you use stuffcmd to load the game as well as save it? that would be better. (i.e. when user hits "jump" or "shoot" while dead, instead of doing the normal thing, the quakec would trigger a load then.)
#8987 posted by necros on 2009/08/18 23:26:29
this is for quoth, so no qc modifications.
but yeah, i don't see why you couldn't do that.
in void() respawn:
if (coop)
{
// make a copy of the dead body for appearances sake
CopyToBodyQue (self);
// get the spawn parms as they were at level start
setspawnparms (self);
// respawn
PutClientInServer ();
}
else if (deathmatch)
{
// make a copy of the dead body for appearances sake
CopyToBodyQue (self);
// set default spawn parms
SetNewParms ();
// respawn
PutClientInServer ();
}
else
{ // restart the entire server
localcmd ("restart\n");
}
it would just be a matter of replacing the restart command at the bottom.
Need Someone With UnrealED3 (UT3)
#8988 posted by Jago on 2009/08/19 23:03:23
I need someone with UnrealED3 (the UT3 version) installed to take a brief look over a map I have been slowly working on for a loooong time now to help me decide whether I should continue slowly building upon it or whether I should just put it out of it's misery.
Download it HERE.
Arrow
#8989 posted by madfox on 2009/08/20 19:10:02
As I'm making a frogman model I'm confronted with a strange qc compile habbit.
I reconstruckted the model on the enforcer qc, this means I used the shoot section to evaluate its harpoon action.
As I compiled the arrow suddenly blasts to the sky.
I couldn't find a reason for it, so I changed the
org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 16';
from the model_fire section into
org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 -24';
and now the model shoots somehow left to the player, but not exact aiming its goal.
What I don't get is that they both seem to harm the player.
Also if I change the -24 a measure further the arrow shoots in the ground.
It seems impossible to aim it straight to the player.
Another strange habbit occurs on the model that's in the water.
It is the same subroutine I use for as the land model.
Only the land model shoots an arrow, the watermodel only shoots but there doesn't appear an arrow in water.
Does this mean the conditions for a model to spawn is different than on land?
#8990 posted by necros on 2009/08/20 19:17:48
have you called makevectors(self.angles) before using the v_ unit vectors?
Yes
#8991 posted by madfox on 2009/08/20 19:58:47
as I thought this part was the positioning of the shooting angle of the model itself, it didn't make sense to me the arrow shoots straight to the sky.
void() harpi_fire =
{
local vector org;
self.effects = self.effects | EF_MUZZLEFLASH;
makevectors (self.angles);
org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 -24';
Launchharpi(org, self.enemy.origin - self.origin);
};
#8992 posted by necros on 2009/08/20 20:04:58
ok, that bit looks fine, now you need to check if launchharpi is correct.
Well
#8993 posted by madfox on 2009/08/20 20:11:38
It's the same as the enforcer, but I must admit it is not a usual qc.
It is a combination of two models, who will be going to be melted as a water and a land model.
So the problem might as well lay in another part, although both of the models use the same Launchharpi.
void(vector org, vector vec) Launchharpi =
{
local vector vec;
if (self.classname == "monster_enforcer")
sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);
vec = normalize(vec);
newmis = spawn();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLY;
newmis.solid = SOLID_BBOX;
newmis.effects = EF_DIMLIGHT;
setmodel (newmis, "progs/pioen.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, org);
newmis.velocity = vec * 600;
newmis.angles = vectoangles(newmis.velocity);
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.touch = harpi_Touch;
};
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