State File
#9210 posted by roblot on 2009/12/04 03:06:34
I think you just have to delete the vis file to that map your compiling and aguirre's vis will make a new one. I get this while updating and changing texture names in a wad file.
Monster Count
#9211 posted by madfox on 2009/12/06 18:15:50
While betatesting my level I came up to some errors I forgot how to avoid them.
First there's the monster count eror. I assumed they were caused by the fish, with its double swimmonster_start in the qc. Strangley it didn't help help deleting it, because I still get a double fish count.
Second is the strange habbit of some zombies.
Their heads seems to run on while being killed, which is rarely difficult to trace while they're in slime.
I got the effect earlier with bones. I can't find a reason for it.
Breakable Crates
#9212 posted by Mike Woodham on 2009/12/07 19:43:50
Do I remember breakable (not exploding) crates for Q1?
If so, does anyone know where I can get the qc/mdls from, if available?
Quoth's Got Breakable Crates...
#9213 posted by generic on 2009/12/08 00:33:23
Mounds don't :-)
Extras
#9214 posted by ijed on 2009/12/08 01:35:51
Supports as well - Quoth's are simpler to use though.
Crates
#9215 posted by Mike Woodham on 2009/12/08 08:05:55
Quoth code not been released so I'll look at Extras
See If There's Been An Update On The Source Chode Thread
#9216 posted by ijed on 2009/12/08 13:57:25
Ahem.
What extras has is model swapping and emissions. So you can swap a mesh in the map for a broken one (external bsp) and spawn a spray of emissions at the same time - these can be sprites, models or other external bsps.
It's not really tied up into a ease of use package though - you'd need a few seperate entities for it to work.
Although
#9217 posted by ijed on 2009/12/08 13:58:19
Emissions are well worth having - a very powerful tool.
Mike
#9218 posted by ijed on 2009/12/09 16:56:54
Do you want our source? It's got extras inside, but also alot of other stuff. We're not supporting it (heavily commented) though, so you're probably better off with base extras.
Ijed
#9219 posted by Mike Woodham on 2009/12/11 21:59:38
I appreciate the offer but I really only wanted breakablecrates for one specific event and it would have been easy to add it into my own modified progs.dat. Also, I don't want to go the effort of creating the models and things.
I'll just have to think of another option.
#9220 posted by necros on 2009/12/11 22:04:17
mike, what's your email address? you don't have it listed here.
Necros
#9221 posted by Mike Woodham on 2009/12/12 09:05:23
mikewoodham at msn dot com
Funny, I've been coming here since the one before but never actually 'joined'.
I'm Looking For A
#9222 posted by spy on 2009/12/12 11:17:41
mapconv by SleewalkR
any links?
Necros
#9223 posted by Mike Woodham on 2009/12/13 11:53:30
Oooops...
I just realised that the e-mail sender will show as Dooby Pollocks instead of me, so your filters may think it is spam.
Hehe
#9224 posted by necros on 2009/12/13 18:48:54
it wasn't caught as spam, but it did confuse me for a second. :P
Bspinfo
#9225 posted by madfox on 2009/12/14 03:27:15
what are the references to see if a bsp is vised level 4?
Or
#9226 posted by madfox on 2009/12/15 17:58:17
is it a stupid question?
Is That Bspinfo.exe ?
#9227 posted by roblot on 2009/12/15 18:57:42
How do you run this program? I never used it yet.
Its A Comand Line Utility
#9228 posted by RickyT33 on 2009/12/15 19:06:39
So stick your bspinfo.exe and your bsp file in some folder on your c:, take a command prompt into that dir and type:
bspinfo mapname
Cant remember if it tells what level vis was run at, but it definately tells you the size of the visdata
Okay Thanks
#9229 posted by roblot on 2009/12/15 19:30:54
Will look into it
Madfox
#9230 posted by roblot on 2009/12/15 19:38:43
I didn't see any -level 4 confirmation in bspinfo.exe, but while vis.exe is running you should see:
testlevel = 4
...and you'll have it!
Yes
#9231 posted by madfox on 2009/12/16 05:03:05
bspinfo formally gives the same info that has bsplog.txt has, only there's no map to compile.
I wondered if there was a way to see how a level was vised.
There Is:
#9232 posted by negke on 2009/12/16 10:00:41
r_showtris
Fine
#9233 posted by madfox on 2009/12/17 03:28:25
that's what I was looking for.
Spy:
#9234 posted by grahf on 2009/12/20 20:25:02
I found Sleepy's Java Mapconverter in the devkit of tigger's unfinished "industri" project. Link:
http://prdownloads.sourceforge.net/industri/mapcon_java.zip
Quite a useful tool, that.
Oh, and about breakables: Nehahra had breakables, lots of them. You can trigger em, give em health, have them throw many kinds of rubble, etc. func_breakable, func_sobject, and func_mindcrime were the classes, iirc. Amazingly I still have the Neh QuakeC source in a folder. Since Planetquake now sleeps with the Rotfishes, I'll up it somewhere (quaketastic), if anyone wants it. It looks extremely old (dated 2001) so I doubt Mindcrime would mind.
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