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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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Message : is there a way to do multiple lines in vanilla? longer messages get cut off. 
Yes! You Are In Luck. 
See screenies - self explanatory. \n == new line

http://imgur.com/E6O9swK

http://imgur.com/STCBU1G 
 
"message" "Hello,\nworld.\nAnd a third line." 
@-Baker 
The last time I had something similar was with another model.
What I can remember was, that if a model passes the 1000verts/2000tris, it won't be imported into Quake.
So I think I passed these limit again, although slightly. (817v/1968t)

When deleting parts, this count will lower. But it will also damage the solid statement. 
Amazing 
cheers, saved my bacon 
 
well I tried the \n but I'm still getting a clipped message and no new line...

http://imgur.com/1Gt5GAr 
@Hexnmapper 
...are you using TB2 RC4? According to ericw earlier versions had a problem with this. Also are you using Darkplaces? What compiler are you using? All of these thing could cause an issue.

Search for this post in Mapping Help and read on a few lines down: #18654 
@Hexnmapper 
...are you using TB2 RC4? According to ericw earlier versions had a problem with this. Also are you using Darkplaces? What compiler are you using? All of these thing could cause an issue.

Search for this post in Mapping Help and read on a few lines down: #18654 
 
I'm using TB2 RC3, but I'll get RC4 tonight.
Using the usual tyrutils to compile and running on a fairly recent quakespasm 
@hexenmapper 
That should fix it. 
Works Perfectly 
Upgraded to TB2 RC4. when I went into the entity with the message, the \n had been changed to \\n. Changed it to \n and works perfectly. Woo! 
Spawnflags 64 
Did chapters have the delayed monster spawning that's in Quoth? Or is there some usable QC available for that (not zer)? 
Code! 
https://web.archive.org/web/20071225015032/http://www.inside3d.com:80/showtutorial.php?id=171

The fact that I'm linking archive.org tells me I should repost this on my blog! But I'm lazy as shit right now so just use the archived copy instead! 
Bonus Content! 
There's an issue in the code in the tutorial which I fix when I repost it. Where I do self.model = ""; you should do self.modelindex = 0. Otherwise the monster counts towards the signon buffer unnecessarily! 
Updated J.A.C.K Fgd For EricW's Tools 
Updated for compiler version v0.15.10

fgd - https://twitter.com/tdDaz/status/893588140560089090

compile tools - http://ericwa.github.io/tyrutils-ericw/

GO MAP :) 
PRO TIP 
Press the HELP button on any entity properties window and it will explain every addition in full detail. 
ERROR: "Local Map Differs From Server" 
So I was mappening for the 2 of Quake and suddenly BAM SMACK OUT OF NOWHERE this error message comes and makes it impossible for me to open my map.

I have no idea what I have done wrong. I have recompiled several times and deleted associated files to try to circumvent it, but nothing has helped so far. 
It Works If I Change The Name 
Changing the map name from "tech1" to "tech" worked.

Weird workaround and I have no idea how to fix it or why this works. 
Glass And See Through Grates 
How would one make glass or grates in trenchbroom? I have seen some in maps just curious how it is done. 
Upon Further Investigation... 
"ERROR: Local map version differs from server"

is an error in the newest version of the Quake 2 Pro-client only so far. No issues in v3.24 or vaniller so far. 
Ilpadrino 
For grates, you can use textures with alpha channel, commonly referred to as fence textures. Not sure about glass. You should study maps that use the things you wanna do. 
 
for glass, you add the brushes to a func_wall entity and set the key "_alpha" "0.5" (or adjust as needed) 
Thanks Preach 
InsideQC was actually the first place I checked, but the Tutorials are gone and nothing in the corresponding forum, didn't think about the WayBackMachine.

Based on your tutorial, I added an extra spawnflag for silent spawning and maybe I'll add the functionality to the item code as well. Seems this is the only sensible way of tackling my problem at hand as all other attempts have been fruitless. I also thought about throwing in the corpse removal code for some extra edicts if needed, but I'm currently stuck at trying to make it optional, to be enabled through an impulse command. Minimal QC skills... 
@Mugwump @ericw 
Thank you for the info! I appreciate it. 
@negke 
Although you could make a way doing impulse commands ... just using one of the existing single player cvars would be easier (temp1, saved1, saved2, saved3, etc.)

if (cvar ("temp1") == 0)
{
// Dead body removal not wanted.
}
else
{
// Remove dead bodies
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