Ne_q1spCompilingGui V1.0.1
#9619 posted by necros on 2010/03/31 22:10:37
http://necros.quaddicted.com/downloads/ne_q1spCompilingGui101.zip
updated it so it launches the map automatically for you when running quake. it can figure out if your maps are in /maps or /maps/other or even /maps/any/number/of/folders.
<3
#9620 posted by rj on 2010/03/31 23:38:42
What To Do
#9621 posted by Orl on 2010/04/01 03:30:05
I'm sure the answer to what I'm about to ask is very obvious, but I need clarification. Consider the following scenario:
� Player walks into a room with only 1 entrance. There is an object in the room.
� The player can walk anywhere in the room and freely enter and exit the room as many times as they wish, as long as they do not grab the object.
� The player grabs the object in the room. Nothing happens.
� The player proceeds to exit the room after having grabbed the object, but when the player is a few feet away from the exit, a door will slam shut blocking the exit. The door will eventually open again either after a certain amount of time, or after the player completes a specific task.
How can I go about creating something similar to this?
#9622 posted by necros on 2010/04/01 04:07:00
i believe you can use the trigger spawning hack (find it in the teaching progs.dat new tricks thread).
essentially, you make a brush entity called info_notnull and give it a use of "trigger_once" or something like that so that when the notnull is triggered it becomes a trigger.
you use that spawned trigger to close the door and start whatever event you want.
#9623 posted by Drew on 2010/04/01 04:11:53
I was gonna say the spike shooter thing, but yeah. that's much simpler.
Metl
#9624 posted by Drew on 2010/04/01 04:13:24
I was just looking at the read me for contract revoked, and Kell thanks you for "drawing [Kell's] attention to the 'powers of 2'"
What are the 'powers of 2'?
Thank You Necros
#9625 posted by Orl on 2010/04/01 04:19:45
Much appreciated :)
Drew:
#9626 posted by metlslime on 2010/04/01 08:19:58
I'm not really sure since it's been so long, but maybe I had told him about how non-power-of-two textures get resampled by gl-based engines and how bad it looks compared to power of two textures.
Hmm
#9627 posted by nonentity on 2010/04/01 12:31:17
That or brush sizes relating to compile times
Power Of 2
#9628 posted by ijed on 2010/04/01 12:43:33
As a rule of thumb everything in games should be a power of two, if not a multiple of.
Off-grid is non multiple of. Textures that aren't a power of two get resized at the whim of the graphics card (stretched or squashed up/down left/right) like metl says.
#9629 posted by Spirit on 2010/04/01 13:17:49
Unless the engine prevents that. Good engines (Fitz, DP, jdhack's) do. :-)
I have a half-written post about that.
#9630 posted by Spirit on 2010/04/01 13:41:17
Huh.
#9631 posted by Drew on 2010/04/01 22:35:51
makes sense!
Non-power-of-two Images
#9632 posted by metlslime on 2010/04/01 23:28:35
GLQuake
resamples all of them using a crappy "nearest pixel" filter. The result is that you see specific rows or columns of pixels being repeated. Spirit's screenshot shows this, you can see what looks like columns of double-wide pixels but actually that's just two columns with the same exact pixel colors.
Fitzquake
1. hud/menu graphics, model skins, and sprite frames: images are padded with empty pixels to make them powers of two, and texture coordinates are modified so you only see the actual artwork part of the image. This means they look as good as power-of-two textures, since there is no resampling or distortion.
2. world textures: since they have to be able to tile, these textures can't be padded, so they are resampled using bilinear sampling to be a power-of-two size. This still degrades the image somewhat, but looks better than glquake's resampling.
Aguirre's glquake
Aguirre does bilinear resampling, similar to fitzquake, but for all images. So menu/hud/skins/sprites are also somewhat degraded, but not as bad as glquake.
Other engines
not sure, i haven't researched other engines.
Bug?
#9633 posted by Mathuzzz on 2010/04/02 10:41:05
Hello there, I was making some maps for Quake and Hexen 2, but in one of my maps, in some places when I crouch I fall through the floor and keep falling. I tried everything...Anybody here experienced such thing? I�m using Unofficial Quake engine(UQE).
ATI FINALLY Fixes Their Drivers
#9634 posted by JneeraZ on 2010/04/02 13:43:46
I was fooling around with my new machine trying to get Hammer to work. The same shit was happening again with the selection bug in the 3D view. I couldn't believe it. REALLY?! Still?
But, if you install the latest Catalyst drivers from the ATI site the bug goes away! So if you're an ATI user who has been wanting to use Hammer, you're all clear! It finally works.
#9635 posted by Trinca on 2010/04/02 17:13:36
Mathuzzz some times when we rotate textures and objects some of then give some weardo leaks is that the case?
#9636 posted by necros on 2010/04/02 20:14:47
you can't crouch in quake..? are you using a mod? it's possible it's a bug in the mod or something.
#9637 posted by Mathuzzz on 2010/04/02 21:40:08
Actually it happenes in Hexen, where you can crouch.
Trinca, yes I made some texture scaling/manipulating there, but when I deleted all those brushes, the problem remained.
Is The Ground Underneath
#9638 posted by ijed on 2010/04/02 22:09:14
Made of wedges?
It could be an off-grid collision bug.
I Mean
#9639 posted by ijed on 2010/04/02 22:10:16
If there's complicated brushwork for the walls / floor that's not on the grid it can cause hull issues - the player being able to move outside hull0.
#9640 posted by Mathuzzz on 2010/04/03 11:33:08
OK, so I found out that there were some complicated brushes, it took me the whole day to trace them. It is really a pain to make a little realistic and complicated outdoor place there with Quark.
Solutions:
#9641 posted by ijed on 2010/04/03 13:59:26
For complicated stuff you can make it a .mdl - but chances are you don't have the software, knowhow or that Hexen doesn't support placement of .mdls and would have to be coded in (I haven't made anything in it).
If you can place .mdl then you can also place .bsp. This is something I've been experimenting with recently and having good results.
You'll probably need to code it into the game though, or ask someone to do it for you. I do have a piece of code that will do it, but I don't know how compatible it will be with Hexen, and it's not finished yet either - doesn't have collision.
#9642 posted by JneeraZ on 2010/04/03 14:09:12
OK ... so which light compiler is the one to use on Windows these days? I'd like something with sunlight and colored lighting support...
AFAIK
#9643 posted by ijed on 2010/04/03 14:29:33
Tyrann's - sorry no link.
But its very limited compared to AguirRe's (which doesn't have coloured light) in that it only supports so many light entities so big maps aren't feasible.
I think one of Spirit's bounties is to add coloured light support to AguirRe's tools.
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