Also
#10094 posted by madfox on 2010/09/03 21:51:26
Use the "\n" as markpoint to end your sentence.
don't change it, just count the spaces in between with interline between words and end them with hte same mark "/n".
If you use more, or in different way, the texture just ends, where the quake txt shoould end.
Something to do with the exact byte count of the Client.qc Your new client.qc and the original have to be the same datacount.
And
#10095 posted by madfox on 2010/09/03 22:20:43
the first txt part is added twice.
this is because in sharewareversion this txt is used and in registered version the other.
you'll have to copy them twice (with the shareware blah).
Yep
#10096 posted by ijed on 2010/09/04 17:03:55
Those are hardcoded.
#10097 posted by necros on 2010/09/05 02:53:30
in doom3, you can set the key pair 'nofill' '1' and that entity will not be checked for leak checks.
is there a way to do this in quake? the light entity doesn't count, but things like path_corners (when used for func_trains, for exmample) still do.
maybe an easy way to haxor it into existing qbsp compilers?
#10098 posted by Zwiffle on 2010/09/05 07:43:20
Have you tried putting the entity inside a brush even though it's technically 'outside' the gamespace?
Start.bsp Opened With Adquedit
#10099 posted by Ranger on 2010/09/05 08:43:06
"classname" "worldspawn"
"wad" "gfx/wads/start.wad"
"message" "Introduction"
"sounds" "3"
What does "sounds" mean?
#10100 posted by negke on 2010/09/05 09:49:40
necros: What Zwiffle says.
Ranger: It's the CD track to play.
Quick Question
#10101 posted by RaverX on 2010/09/05 16:12:57
How can I make a door to be "shootable" only after a button is pressed. Uhmm, let me rephrase it : You have a door. It shouldn't open, it should stay closed if you get nearby or if you shoot it. Somewhere else you have a button. After you press the button the door should open if you shoot it.
You Dialed Realtime Func Support
#10102 posted by Spirit on 2010/09/05 16:18:07
put an invisible func something in front of it which you then make invisble with skip. make the button remove that.
#10103 posted by RaverX on 2010/09/05 17:04:37
Thanks Spirit, I'll try, but I tought there is something easier. Oh well...
And another thing. How can I fix this warning ?
WARNING: CutNodePortals_r: New portal was clipped away near (-160 -752 1184)
#10104 posted by negke on 2010/09/05 17:21:37
Easier solution that's actually more difficult: put a shootable trigger with a very high wait value in front of the door and (optional but recommended) make some other entity trigger it so it doesn't bleed if the player shoots it. Then killtarget it with the button.
That warning is caused by awkwardly intersecting or misaligned brushes. You can ignore it in most cases, but it wouldn't hurt to examine the brushwork around those coordinates, either.
Btw Necros
#10105 posted by negke on 2010/09/05 17:34:43
Note that not all compilers allow that. BJP's are fine, but hmap2 reports a leak, for example.
#10106 posted by RaverX on 2010/09/05 17:56:54
neg!ke, I don't think it's a leak. I took a look, there's nothing interesting near those coordinates, there's only some simple bars, nothing fancy.
#10107 posted by negke on 2010/09/05 19:29:29
No, that leak note was meant for necros.
Also, what's with everybody not realizing the ! is gone... :P
Zwif
#10108 posted by necros on 2010/09/05 20:05:10
haha wow, i never knew about that! thanks!
Oops
#10109 posted by RaverX on 2010/09/05 22:17:11
Sorry, I know you for your maps for a long time, I got used to neg!ke :P
End
#10110 posted by madfox on 2010/09/05 23:39:57
I was the one who re�ntroduced it neg!lke,
after my lame blame lang blah, haha.
Ambient Sounds Problem (unrelated To Previous Posts)
#10111 posted by Ranger on 2010/09/06 06:13:58
I may be mistaken, but I can't hear any water or wind sounds (e1m1 for example).
I reinstalled Quake, nothing.
Set ambient_level to 1, still can't hear them. But I can hear the drip and torch sounds though from like e1m2.
#10112 posted by RaverX on 2010/09/06 11:45:04
It's not a problem, in e1m1 there aren't ambient sounds (water or wind). There are some buzzing sounds, but you have to be close to the "source".
As long as you can hear ambient sounds in other maps it's ok.
What Maps Have Those Amb Sounds?
#10113 posted by Ranger on 2010/09/07 06:36:54
I can hear: suck1, swamp2, drip1, windfly etc, just not wind2 or water1
Those are the only 2 amb sounds I can't hear (I mean, I swear you could hear water2 when you cross the bridge in e1m1);
What maps have wind2 and water1 amb?
#10114 posted by necros on 2010/09/07 07:16:40
yes, dunno what 10112 was about but you can hear the water and wind sounds in e1m1.
note that the water and wind sounds are defined in the vis process, so if you've been messing with the bsps, i'd venture to say you probably wrecked that, although i can't imagine how if you were just renaming the maps.
The Whole Story
#10115 posted by Ranger on 2010/09/07 08:03:38
I reinstalled Quake, nothing.
Set ambient_level to 1, still can't hear them. But I can hear the drip and torch (and even fl_hum1.wav) sounds though from like e1m2/e1m1
I didn't edit the maps yet, they are still stock Quake's.
I'm using Joequake, but I also tried with Winquake and even Shareware Quake. I did the testing with my volume max, and did "snd_show 1" to double check if those sounds were playing. When I used "soundlist" it displayed that wind2 & water1 were precached. No errors were displayed in the console. I tried replacing the sounds with other wavs files even.
#10116 posted by negke on 2010/09/07 09:48:53
Tried a different engine then? Or a blank config? I can hear them just fine with Joequake.
#10117 posted by negke on 2010/09/07 09:53:25
Or are you running a mod? Or have the paks/wavs been tampered with - perhaps the loop information got lost? Shouldn't be the case, though, if you reinstalled the game from a clean source.
Try Installing Quake To A Completely Different Directory
#10118 posted by RickyT33 on 2010/09/07 15:58:01
Like "c:\games\quake\" instead of "c:\quake\".
That way you will be able to rule out the theory of mods interrupting the sfx
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