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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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So at least two people are actively working on maps where the player starts with just the axe

well i was also (in an arabian style no less) but maybe i'll just go jump off a bridge 
I've Got One 
Where the player has no axe, or legs when they start. 
Me Too 
In plans.

Removing the Axe and the SG from the loadout lets you do some creative things to the usual weapon progression. 
Lun 
mappi2.bsp from 2010 lets you play with only the axe as an option. That bridge has already sailed, as Madfox would have said. 
 
did I say I thought I was the first person to do that? 
Spawn With No Weapons 
This was never used, but rubicon2 has code to support spawning with no weapons, and it also has weapon_axe and weapon_shotgun (i actually modelled the shotgun from scratch! -- axe is modified from the original model)

I think you'd need to edit the quakec to complete the feature, since it's probably hard-coded to a specific bsp name. 
 
Lun, I love your arabian map style... I was thinking of remaking one of the episode 4 maps in that style. Then I got a girlfriend and my productivity went out the window. 
No 
Just saying don't sweat it.

metl, yes, I was planning on making test.bsp a start map for the actual map but realised that it wouldn't work very well with demo playback. 
Metl 
Yeah, when I found that code and the models it was like finding 20 quid in the pocket of an old coat :)

I'm weaponstripping the player after spawning with a special trigger, I guess if you wanted it from map load then you'd be best off flagging the info_player_start and then messing with the PutClientInServer() stuff. 
 
Func detail, does that work like in Q3? It ignores vis? 
Pretty Much. 
I use it bloody everywhere! 
 
Ok, then I'll do that also. 
Yup 
Your map should be made of plain boxes filled with func_detail brushes.

The longest part of my current compile time is the BSP process. 
 
I just didn't remember that Q1 had this back in the days... I know HL didn't, you made things into other func things. The "detail" brush was at least for me first introduced with Q3, but I never did make any levels for Q2 so. 
It's A Relatively 
New feature - Tyrann did the magick. 
 
Quake didn't have hint, skip, detail, colored light, controllable light falloff, or really anything more than 'trigger' and 'clip'. Quake2 introduced all the goodies, and much of them were eventually backported with considerable effort into the Quake tools.

Quake still doesn't have toggle-able areaportals. 
HipsHOT 
Detail support for Q1 exists now for over 10 years.

Its not a new feature, nobody was using it because of .... Fill in dumb behavior.
Alexander Malmberg did the real magick back then.


http://quest-ed.sourceforge.net/news.html 
 
Your search - site:quest-ed.sourceforge.net/news.html detail - did not match any documents.

So, more like... nobody was using it because it either didn't exist or was hilariously unusable. 
 
And Here 
MFX 
No need to be upset. I'm sure it didn't have it in 1998? Anyway, I'm using it now so =) 
Its Cool 
people seem to forget about some things. its been a while, i understand.. 
Quest 
Heard it mentioned before, by CZG I think, but never investigated it. 
interesting... i never knew that. 
 
Quake still doesn't have toggle-able areaportals.

FTE has them, if people would just start using q3bsp already. ;-) 
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