Sky Question Was Meant For ID1 Quake Only
Thanks for your answers @madfox and @Preach. I should have mentioned that I am particularly looking for a solution that works without using a mod. Sorry for not being more specific. But that was still very valuable info I can probably use in the future.
Different Keys - Same Color
Is there any way - in standard Quake - not a mod - to have the keys - in a single map. Rune, Base, Medieval - overriding the model which is specified by the choice set in "worldtype"
I think this is possible with map hacks.
One possible obstacle is if the key models you want can’t be precached somehow.
Check out the “teaching old progs new tricks” thread just in case.
@metslime - About The Keys
thank you, I had read about this possibility. It would be a major hassle though to set it up correctly and if I do it this way there would only be the static model in the map. I guess with some more trickery it could be killtargeted at touch and somehow give the player a key. But this introduces some more possible problems down the road. In this case I was hoping for a different solution with a "real" rotating key model instead of a static frame.
SilentMonk - the only thing that worldtype does is control what type of keys the world has. Why would you not just set it to the type you want?
If you're trying to have more than one type of key at the same time, that's a no-go. Even if you could do it, the gameplay effects would be illogical, because everything else in the game doesn't make any distinction between keys from different worlds:
• The player inventory and HUD only supports one, so if you could spawn sliver keys from two different worlds, the player could only pick one up at a time
• Doors only code what colour of keys open them, and the player only remembers the colour of key collected. So you couldn't create a door that opens for the silver keycard but not the silver runekey - all silver doors are opened by any silver key
What Metlslime is suggesting is an alternative which does work. For one type of door, you use "fake" keys. To create a door that is opened by the "Green Keypass":
• Give the door a targetname instead of a key flag, so that it only opens when triggered
• Create a trigger_multiple in front of the door which sends a message to the player "You need the Green Keypass"
• Use hacks to create a spinning BSP object to represent the Green Keypass
• Create a trigger_once around the keypass which:
---- kills the BSP object
---- kills the message trigger
---- spawns a trigger which opens the door (through another hack) around the door
This doesn't work 100% perfect in co-op (in effect all players gain the Green Keypass when one of them touches it), but for a Single Player map it's pretty indistinguishable from actually having a third key.
Thank you very much Preach for this long and informative answer. I was under a wrong assumption all the time - but your info closed all the gaps and cleared things up for me!
And thanks again Metslime!
I know you want to avoid using a mod but just in case: in progs_dump 2.0.0 you can use any model for a key and customize it's name and a bunch of other goodies.
Thank you @dumptruck_ds I have had a look already. It offers a lot of great things I have been dreaming about.
"Congratulations" Screen Text
Let's say I'm making a little "episode" of several levels. Would I be able to rig up a "Congratulations" screen of text like the normal ending of Quake?
I tried searching through end.map and wasn't sure where to look. Tried searching this forum, but I failed to produce search terms that narrowed it down.
Just A Thought..,
The end txt 9is captured in the boss_gate function. When captured four runes and defeat the old one with the messier object entering the transporter thing simultaneously, you'll get to the end screen. From there it is altering the progs.dat txt file with your message.
You need a setup with each episode a rune. Then make an end map in which you encapsulate the defeat of the oldone, or one of your own end bosses.
It can be easier to use the freeware version and use the killing if Cthong as your end level. That way you can look at the original files to compare with yours.
the text for the intermission screen is in quakec, not in the map itself. So to change it you would need to make a mod.
How engine-agnostic are transparent textures (or is the correct term "fence textures"?) I remember seeing them for the first time in the Rubicon Rumble Pack, but now, as I'm slowly getting back to Quake after a bit of a hiatus, it seems maps that *don't* have them are almost in the minority. I'm talking about things like vines, foliage and grating, as well as various little 2d details that almost look like sprites (I assume those all rely the same basic technique).
Has this become such a standard feature that most/all modern engines support it, kind of like skyboxes? And what happens otherwise? Are the transparent parts displayed as a solid colour, or would the map just not run at all?
Out of recent Quake sourceports, I've only used Fitzquake Mark V and Quakespasm (and QuakeSpasmSpiked). They both support these just fine. Despite Mark V having some useful features and the 'proper' underwater warping, I would recommend QuakeSpasmSpiked.
If the engine for some reason does not support these type of textures, then it should look something like this:
It's a screenshot from Alkaline start map using Mark V WinQuake version. As you can see the fence textured brushes aren't transparent and instead rendered with solid colors. Also, these blue sloped windows on the right should be translucent.
Thanks very much for the screenshot and the info regarding QS and Mark V.
Which engine are you running in that screenshot, though? It'd be good to know which one do *not* support transparent textures.
As for the recommendation to use QSS, I was actually asking more from a mapper's than a player's perspective. I'm aware that QSS will run just about anything you throw at it; I'm more concerned about creating something that will only be playable in a limited number of engines. For that reason I'd rather not use QSS as my (sole) testing engine. ;)
Oh Never Mind
It's a screenshot from Alkaline start map using Mark V WinQuake version.
Don't know how I read over that. D'oh!
That screenshot is from MarkV WINQUAKE variant which renders like old software-mode WinQuake (or original DOS Quake) did - in 256 colors and no support for advanced things that came later. I made it just to demonstrate how these things might look.
The regular variant of Mark V uses DirectX 9 and renders these transparent textures just fine. It has some useful built-in tools for mappers, as shown in this video from 2:50 - https://www.youtube.com/watch?v=dMOF3l2MtlI
I also quickly tried DarkPlaces, it supports transparency, and DirectQ - it does also, but not in all the cases, I don't know the details.
And these days I'm not sure there are any other frequently used sourceports, for single player at least. Well, there's vkQuake but it does everything QuakeSpasm does, because it was based on it.
Thank you for that very elaborate response, gila. I really appreciate it.
Only after I posted my initial response did I notice that you had already specified which engine you used in the screenshot. Sorry about that!
Doors Opened By Multiple Buttons
Hi, I am new to mapping and id like to make doors, that open after activating 4 buttons. How to do it? I know ho to do it with one button, but not with four.
All 4 buttons should target a trigger_counter with a “count” of 4, then the trigger_counter targets the door