Walls Don't Open...
...could it be engine related?
Tried Fitz & Telejano... walls stay there...
No
#8 posted by Vondur on 2005/06/07 04:41:14
speedy just got little trigger there.
he had to cover entire space with it, but was too gredy to stretch the brush...
Uh...
..thanks, and is there a way to make trigger brushes visible? I tried jumping at all angles to no avail...
Found!!!
You gotta stick as close as possible to the wall right under you(the one you jump from), keeping in front of the medipacks. Done. Yay!
Visible Triggers
#11 posted by Mandel on 2005/06/07 06:49:19
Triggers can be made visible if you use the qdqstats patch, it's a progs.dat with some nice functions in it. impulse 211 toggles visible triggers, in any map (the version linked is for standard quake, custom progs requires custom qdqstats...)
http://speeddemosarchive.com/quake/qdqstats17.zip
#12 posted by gone on 2005/06/07 07:32:30
could fix if some1 cares
Nah
#13 posted by Tron on 2005/06/07 08:05:55
if you run around enough you can find the trigger. :) The first time I played your map I got stuck though, thought I had falled somewhere I wasn't meant to go.
Hell, Yes...
..it's a nice map. Deserves to be working good. I suspect the brush is waay tiny... in fact, if you fall a little on the right of the medipack you don'y open anything. I vote for fixing.
Just For Fun...
#15 posted by Shambler on 2005/06/07 09:29:27
http://speedq1.spawnpoint.org/files/bl1s_021.dz
:)
Well surprise speedmap back bonus bleh. What Joy. I liked the theme for this one. Tron's map showed promise especially since you could walk behind most of the monsters. Speedy's was cool for a speedmap. Pretty easy though, didn't even use the Quad.
Bler
#16 posted by Zwiffle on 2005/06/07 10:04:53
That's 1337. n1
Making Trigger Brushes Visible:
#17 posted by metlslime on 2005/06/07 12:22:12
r_showbboxes 1 in fitzquake (shows wireframe boxes around all edicts, including triggers)
Thanx, Guys...
...now I see them!
Horde Combat
#19 posted by bambuz on 2005/06/07 14:11:33
Often when there's a big horde of enemies I go bunnyhopping around looking for health and weapons --> lots of enemies wake up and start running and shooting or whatever they do. Then when I start to shoot them, it's really laggy and often the weapon doesn't even shoot, I have to push the button many times. This is unacceptable and certainly not fun - I die not because of my own fault.
Either there's something wrong with my settings, computer (p3), quake client (fitz) or the map introducing such swarms.
#20 posted by Marius on 2005/06/07 19:11:08
It would be really great if when you switched games (as in changed from the id1 folder to a mod folder) if fitzquake would tell you the maps in that folder when the "maps" command is used. At the moment, it only tells you what maps are in id1, even when the game is something else.
Also, model interpolation is a great feature. It looks like it might be a pain to add in, though.
#21 posted by Marius on 2005/06/07 19:12:04
sorry, posted in the wrong thread. How dumb am I. :P
Bambuz
#22 posted by Lunaran on 2005/06/07 21:38:11
I use fitz and maps such as speedy's gave me no trouble at all. You've got something very unique and odd going on.
Bambuz
#23 posted by Mike Woodham on 2005/06/07 23:29:05
Yup, I had exactly the same in Speedy's map - I got the quad before I had the GL and woke up all the zombies, the DKs and Fiends at the far end, and all the knights as I ran around looking for health. I lost sound, and did not always kill zombies and knights with one shot of the DBS even with the QD still working.
But it was still good fun. I died three or four times before I did that section - blood'n'guts all over the place.
Nice map.
#24 posted by gone on 2005/06/08 01:29:34
too many addicts I guess.. (actually fitz or whatever modern quake engine should have that fixed)
I`ll make the map better
#25 posted by gone on 2005/06/08 02:32:46
btw nice quad gj there
Mike, Bambuz
#26 posted by aguirRe on 2005/06/08 14:56:42
Which FQ did you use when having overflow issues, 0.75 or 0.80?
Note:
#27 posted by metlslime on 2005/06/08 15:00:26
I don't believe there should be any difference in packet overflow behavior between different versions of fitzquake -- i bumped edicts but that doesn't affect network protocol limits.
Probably
#28 posted by bambuz on 2005/06/08 15:22:21
other people play it in different style so there isn't a massive amount of awake monsters?
AguirRe
#29 posted by Mike Woodham on 2005/06/08 15:36:45
FitzQuake 0.80
I should say that I did not deliberately try to overflow, it's just that I was running around the zombies, spotted the Quad, took a hit from the zombies when picking up the Quad and decided to quickly look for some health. And as you know, each of the areas on the right side of the Quad area has several monsters lying in wait, who all woke up as I ran around.
As I found health, I went back to the zombies and ran into death knights, was caught by the zombies and backed into some knights, that's why I died several times. But it was so much fun that I kept on doing it until I manged to kill everything in sight.
Like I said, blood'n'guts all over the place. Great little map (even if i didn't manage to work out the trigger thing until after I read it here).
Oh, by the way... hi, aguirRe; how you doin'
Mike
#30 posted by aguirRe on 2005/06/08 17:06:30
Thanks, I finally managed to produce the packet overflow by using the standard overkill technique (god/RL/quad). It's the gibs that put it over the edge, edict limits are not a problem here.
Hi Mike; I'm doin' fine, lotsa mappery goin' on now ... ;)
Cheers Speeds.
#31 posted by Shambler on 2005/06/09 01:56:28
Had to be done really.
Now, go make more maps =)
|