This Might Be It For The Fish Count ?
#9815 posted by roblot on 2010/05/07 20:07:33
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...
#9816 posted by JneeraZ on 2010/05/08 12:11:14
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...
#9817 posted by JneeraZ on 2010/05/08 21:15:46
So, "no" I guess. "setgamma" ahoy!
OK, Wtf Hammer?
#9818 posted by JneeraZ on 2010/05/09 13:13:00
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..
#9819 posted by rj on 2010/05/09 13:50:44
..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
#9820 posted by spy on 2010/05/09 18:12:39
shut the fuck up,........
#9821 posted by JneeraZ on 2010/05/10 14:11:47
spy
I didn't send you email again. Did you not receive it still?
#9822 posted by Trinca on 2010/05/10 16:59:15
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.
/\
#9824 posted by necros on 2010/05/10 20:02:17
Gtkradiant
#9825 posted by billy on 2010/05/11 05:23:25
Where should someone put their Quake textures in Gtkradiant 1.5 if they wanted to make quake maps?
In The Id1 Folder
#9826 posted by Lardarse on 2010/05/11 05:25:06
Gtkradiant
#9827 posted by billy on 2010/05/11 05:53:21
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.
#9828 posted by gb on 2010/05/11 16:23:19
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..
#9829 posted by rj on 2010/05/12 02:41:47
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.
#9830 posted by billy on 2010/05/12 03:26:00
Yeah I had this idea that the textures had to be unpacked as individual image files before gtkradiant would see them.
Rj:
#9831 posted by metlslime on 2010/05/12 03:44:00
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.
Good Point..
#9832 posted by rj on 2010/05/12 11:41:52
yeah it is. the quakespasm sdl port. i'll try it with glquakebjp when i get home
#9833 posted by Trinca on 2010/05/12 12:51:11
metlslime join this in to do list ;)and don't forget .jpg screenshot suport
Okay..
#9834 posted by rj on 2010/05/12 18:53:57
so it's not fitzquake. same problem on the aforementioned :/
#9835 posted by negke on 2010/05/12 20:10:28
What happens if you move the zombie slightly, or if you delete and reinsert (c/p) the brushes beneath him?
Rj:
#9836 posted by metlslime on 2010/05/12 20:39:37
Is the origin of the zombie directly above a single brush? Or is it above the edge between two brushes? Might be that it's randomly choosing one of the two brushes.
Rj
#9837 posted by Ankh on 2010/05/12 21:46:28
check the angles on the lights again ;)
Well There Are No Light Angles...
#9838 posted by rj on 2010/05/13 15:11:02
origin is directly above the edge of the little wizmet brush
tried moving the zombies slightly. bizarrely, moving the east-facing one (the bright one) 2 units back into the wall fixed it; it now lights the same as the ones in shot 3. at the other end however, moving it 2 units into the wall makes no difference and moving it 2 units out makes it fullbright. no joy re-adding the brushes either..
How Far?
#9839 posted by Lardarse on 2010/05/14 03:45:44
The code says 12 units into the wall for a horizontal/verical wall. On a 1:1 diagonal wall, this should be reduced to 8 units.
Assuming that doesn't help, I have no idea...
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