I�m Baffled
#163 posted by mfx on 2014/10/29 07:27:00
I load my map, after one second the console appears with this:
Host_error: sv_startsound: volume = 510
Sending clc_disconnect.
What did i do wrong? I have no volume 510 set anywhere.
#164 posted by ericw on 2014/10/29 07:50:44
Looks like something starting a sound with volume 2. Do you have 'volume' '2' on a play_sound_triggered? If so, just lower it to be within 0-1.
Thanks Eric
#165 posted by mfx on 2014/10/29 08:11:37
I have play_sound for the waterfalls, but i kind of derped it.
All volumes are within the 0.2 - 0.4 range. Having 5 of them works, 15 of them not..
How the..? Will try again, man, that progs..
Also the pickups are kind of off-center placed? I dont like that:)
Mfx:
#166 posted by metlslime on 2014/10/29 08:43:26
my memory is hazy, but if you put multiple sounds at the same location, quake will combine them into one sound and total up the volumes.
Let's Just Say
That I'll be very lenient in case of any eventual post-deadline emails.
Zerstorer Features
#168 posted by Tronyn on 2014/10/29 10:38:54
didn't Zerstorer have statues? how were those implemented?
Perfectionism Kills The Jam.
#169 posted by Spirit on 2014/10/29 11:00:17
What makes people so scared of releasing unfinished things? Was there too much time involvement already? Is it me hosting them in the end? Is the (perceived) audience very different from game jams?
#170 posted by Spirit on 2014/10/29 11:01:30
Is it me hosting them in the end?
Meaning Quaddicted providing them for download and people being able to play them even if finished versions might be released later on.
#171 posted by negke on 2014/10/29 11:22:24
And you being anal about files and versions...
Probably a combination of all the points: time, audience, "final" hosting. With so little mapping activity overall and so few releases, the pressure to 'do it proper' is high and there are expectations on both sides.
On Doomworld, people often release their levels on the forums, and only upload them to the idgames mirror later on as final versions including fixes and improvements based on the initial feedback.
Tr�nyn
#172 posted by negke on 2014/10/29 11:28:18
From devkit.txt
Monster statues! courtesy of Ace_Dave! There are three statues right now, Fiend, Shambler, and Hellknight (2 poses). To make a monster a statue, give it a "spawnflags" "2", and for the second Hellknight pose use "4". You may target a statue, and when it is triggered the monster will come to life.
#173 posted by scar3crow on 2014/10/29 14:09:53
Well, my lighting is done, and the map is completable (Plumb did a run through it last night before the lighting went in, seemed to like it). Going to correct a trigger texture that insists on rendering, maybe add one more very small fight in to thicken up the environment, and call it complete. I might go to bed at a normal time tonight.
#174 posted by JneeraZ on 2014/10/29 14:37:39
"I might go to bed at a normal time tonight. "
Whoah, whoah ... around here we call that valuable polish time. :P
My Vote
#175 posted by Drew on 2014/10/29 14:51:11
do what you can in time frame
release a final polished standalone post-jam if the impulse is still there
My Vote
Go map Drew
I Wish! Haven't Had Time
#177 posted by Drew on 2014/10/29 17:05:56
To even open wc since the last speedmap
#178 posted by scar3crow on 2014/10/29 17:37:06
He might have been telling someone else to go map you. Like, you, as a BSP. That could be the theme of the next session.
We're going to need all of your medical records.
Who The Fuck Speedmaps In 2014 Lol
How Come Willem Is Now WarrenM?
#180 posted by RickyT33 on 2014/10/29 22:09:15
For the record I pulled out some old scraps and worked into them quite a bit, several evenings, but it's not going to be ready. On the bright side, I'll probably release a mini episode eventually, with a huge map I've been working on for a while (3 years or so), something I could do with my unreleased Jam2 scrap, and this :)
#181 posted by scar3crow on 2014/10/29 23:23:24
He finally won his battle with his Dark Half and has recontained it into his being. For now.
I dunno, maybe people kept calling him William Marshall because of it.
#182 posted by JneeraZ on 2014/10/29 23:28:05
I just grew tired of the nickname. There didn't seem to be any point. So I switched to my real name...
#183 posted by - on 2014/10/29 23:38:39
Should go back to being Taskmaster
Map Submitted
#184 posted by scar3crow on 2014/10/30 02:58:52
BSP, map, txt all zipped up comes to 666K. Doesn't get much more Zer than that.
Also, holy fucking shit I made a Quake map. With an exit even.
I hope it isn't too horrible for everyone else. It is _very_ rough around the edges. And the middle. And the margins. I cut a lot of corners and features, to make sure I completed it. And that is what is important to me. I got it to a playable state.
GRATS Scar3crow
#185 posted by DaZ on 2014/10/30 03:35:43
final compiling going on right now. Need to write a readme then I'm submitting and going to bed :D
Half-finished Version Sent Off
#186 posted by ionous on 2014/10/30 03:56:49
Yeah I didn't finish. Almost no monsters, horrible brushwork errors, texture misalignments galore, totally unvised. Sent it anyway.
Off to work. If there's an extension, I'll continue working on it tomorrow until work beckons again. If not, apologies to everyone who plays it.
Oh BTW
#187 posted by ionous on 2014/10/30 03:57:34
Congratulations Scar3crow. Glad this jam gave you the impetus to start.
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