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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Madfox: 
if you have 18 fish, perhaps they are not counted. Maybe your fix for swimmonster_start is incorrect. 
I'm Not Codeproof 
@gb - you're right.

@metlslime- I assumed in the FISH.QC the part of the swimmonster_start is used twice.
First after the frame count, and later at the last line.
So I deleted the ones after the frame count.
And indeed, I used 18 fishes. 
 
well, that is correct, there is originally a total_monsters = total_monsters + 1; //the fish bug in both swimmonster_start and swimmonster_start_go. if you deleted one, that should fix the problem, so maybe you accidentally deleted both? 
Incidentally 
there's a lot of redundant crap in all three of the XXXXmonster_start and _start_go functions.

these days, i like to make a function for setting up the XXXXmonster_start stuff, and then another one to set up walk targets in XXXXmonster_start_go.

this makes adding in new stuff really easy, cause you can just dump it into those functions.

probably most people do that already, but i thought it'd good to mention it in case. :) 
V101QC 
FISH.QC
line 21: void()swimmonster_start; (I deleted)
line184: swimmonster_start ();

Maybe I should turn it back in.
Can't remember where this hack was about. 
 
monsters.qc 
MONSTER.QC 
line 185:void() swimmonster_start_go =
line 229:void() swimmonster_start =

I added the line 21 in the fish.qc but I'm left with 18 monsters untraced.

Which line in monster.qc is the cause? 
 
void()swimmonster_start; is a prototype, deleting that would probably just give you a compile error somewhere else. 
This Might Be It For The Fish Count ? 
You might already know this, add the " // "into monster.qc as shown below. You'll still have a duplicate line (not commented out) near the end in monster.qc



void() swimmonster_start_go =
{
if (deathmatch)
{
remove(self);
return;
}

self.takedamage = DAMAGE_AIM;
// total_monsters = total_monsters + 1; 
Hammer Users... 
Is there a way to turn off the face shading that Hammer does in the 3D viewport? It's OK in most cases but it's kinda dark in a few directions. I don't see anything in the options screen... 
 
So, "no" I guess. "setgamma" ahoy! 
OK, Wtf Hammer? 
Do any of you Worldcraft/Hammer guys have any insight into this problem?

I find that tweaking entities is a maddening experience because I have to fight with Hammer to get it to write out changes to entity key/values. It just flat out doesn't do it half the time. I've taken to opening the MAP file in a text editor and verifying that the value I edited has written out correctly before bothering to compile.

I can't find the pattern. If I knew that a specific series of clicks would make it work reliably that would be one thing but I'm coming up empty.

Has anyone else experienced this? For example, I'm tweaking the "height" value for a func_plat and it seems to write my changes out randomly - sometimes will, sometimes won't.

Help? 
I've Had That.. 
..very occasionally with WC1.6. always thought it would have been so much nicer to have an 'ok' button when entering entity values, as sometimes like you say it just doesn't properly read it.

that said, it wasn't as common a problem as what you are enduring by the sounds of it.. and i think it only ever happened when multiple entities were being updated at once. i found after a while that just clicking off and back on to an entity would confirm if it had been read properly 
Willem 
shut the fuck up,........ 
 
spy

I didn't send you email again. Did you not receive it still? 
 
calm down ladies... so much stress?

what about when u guys will have ti kids+wife+work?

suicide? 
Yeah 
Take anti-aggression advice from Trinca. 
/\ 
 
Gtkradiant 
Where should someone put their Quake textures in Gtkradiant 1.5 if they wanted to make quake maps? 
In The Id1 Folder 
 
Gtkradiant 
I have textures here: F:\quake\id1\textures\ik2k
and here:F:\Program Files\GtkRadiant 1.5.0\q1.game\id1\ik2k

Still, I see no textures. 
 
Texture .wad files go in id1. I don't know where individual images go, or if that even works.

quake/id1/texture.wad 
Lighting Models.. 
i remember not too long ago, someone explained how models are lit in-game depending on their position & what not. can't remember the exact discussion!

i'm having some problems with crucified zombies.. here are two of them facing opposite directions at each end of the hall, same lighting:

http://isoterra.co.uk/quake/e2m6rq/zombie1.jpg
http://isoterra.co.uk/quake/e2m6rq/zombie2.jpg

one is barely visible, the other is far too bright (facing west & east respectively)

facing north & south they seem fine, again with similar surrounding light levels:

http://isoterra.co.uk/quake/e2m6rq/zombie3.jpg

how does it work again? is there a fix? :d 
Thanks. 
Yeah I had this idea that the textures had to be unpacked as individual image files before gtkradiant would see them. 
Rj: 
is that fitzquake? Do you have the same problem in any other engines? (meaning, is fitzquake behaving differently?)

I've begun to suspect there is a problem with the way fitzquake interpolates light values, which results in stationary models getting lighting that may be different from the standard quake clients. 
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