 Func_hordespawn
#10269 posted by Preach on 2010/09/25 03:01:56
The func_hordespawn doesn't appear in the fgd because it's been "rebranded". Because it's a point trigger, not a brush, the official name for it now is the info_groupspawn. The func_hordespawn name still works for legacy maps.
And yeah, I broke the awake monster code, so sorry about that again!
 Quoth Sauce?
#10270 posted by jt_ on 2010/09/25 06:01:38
Any chance of a release of the quoth sources?
:D
 Hehe
#10271 posted by necros on 2010/09/25 06:03:22
i remember arguing over that with kell.
his reasoning was that infos are point entities and func_s are brush models.
my reasoning was that funcs accomplish a function (ie: do something) where infos are merely for positions and such (player starts and teledests and all that).
:P
 Where Is Kell?
#10272 posted by generic on 2010/09/25 14:00:55
I miss him.
 Jpl
#10273 posted by madfox on 2010/09/25 17:52:06
There 's a copy of the quoth.qc on my harddrive.
I'm not sure if it is what you search,
only that I agreed to not share it on third parties.
It's from 2005, when quoth was released.
#10274 posted by necros on 2010/09/25 22:09:38
madfox is talking about http://qexpo2005.quakedev.com/booths.php?tag=necros which is the Lost Chapters source code. it contains (iirc) the drole (pre-nerf), flying polyp, night gaunt, voreling and the vermis as well as some other sundry code such as spawning.
i would recommend not basing a mod off that source as my coding was extremely shoddy in those days. it still is, in some ways... -_-
it's really rather embarrassing, especially when we've got some professionals running around here.
 MadFox
#10275 posted by JPL on 2010/09/25 23:42:59
I'm sorry but I never asked about Quoth sources... I guess you are not addressing this post to the correct guy (who's name is jt_).. I guess you misread :P
Anyway, thanks a lot for the support to my "incomplete clone" ;)
 Madfox
#10276 posted by jt_ on 2010/09/26 01:10:46
That's too bad.
 Lost
#10277 posted by madfox on 2010/09/26 02:53:15
my specs..,
#10278 posted by necros on 2010/09/27 03:49:57
is there any q1sp with kingpin textures? including speedmaps.
taking a break and decided to try kingpin out for fun. turns out there's a huge amount of textures (and a lot of trim!). very cool and fun.
 So Many Dude!
#10279 posted by Drew on 2010/09/27 04:27:51
I did a SM with those once. 105, I think.
most of Than's early speedmaps used them, and I think he used them most creatively/ interestingly.
#10280 posted by necros on 2010/09/27 06:33:54
i liked yours. than's we're nice too, but they didn't feel very 'urban'. i don't think he was going for that either.
 Kingpin
#10281 posted by RaverX on 2010/09/27 15:33:19
Urban maps on Quake 1 are hard to do, they would look bad. Quake 1 is made for indoor environments.
 Hmm
#10282 posted by nonentity on 2010/09/27 18:36:45
There was one ages ago. Either by Killjoy or Kickin Ken. I think. Someone beginning with K certainly. Had the black and white check floor texture in a lot of it.
Someone may remember what is was better than I.
And yeh, awesome texture set.
#10283 posted by necros on 2010/09/27 19:19:42
i think maybe urban was the wrong word. urban/industrial (or just plain industrial with bricks). if you mixed in another texture set, could do something wild like that city of lost children movie.
i wonder if it's possible to get kingping, jackboot and deadmeat to work together...
 Yeah
#10284 posted by spy on 2010/09/27 19:26:25
that was sleepwalker's map rtz, to name a few
 Screenshots
#10285 posted by SleepwalkR on 2010/09/27 21:08:45
 Thanks
#10286 posted by necros on 2010/09/27 21:45:57
i couldn't find it
 Hmm
#10287 posted by nonentity on 2010/09/27 22:31:42
No. That wasn't the one I was thinking of. I shall attempt to track it down.
I'd actually forgotten about RTZ, good map. I think the author name is wrong on MPQ tho. We all know Sleep doesn't contribute anything.
 Tiddles Uses Industrial Textures
#10288 posted by megalodon on 2010/09/28 04:32:09
Tiddles uses industrial textures in all his recent deathmatch maps.
http://www.quakeworld.nu/forum/viewtopic.php?id=4742
#10289 posted by Trinca on 2010/09/28 09:58:37
And the maps look very nice... some of then are rotating in NL server Ax4all
 Ownership
#10290 posted by negke on 2010/09/28 12:55:38
How does it work - e.g. if a Vore is edict 100 (last entity in the list), does his missle become edict 101 then? And if he shoots another before the first one has exploded, will it be 102?
#10291 posted by necros on 2010/09/28 18:45:33
sounds about right.
and each voreball with have owner 100.
 Caveat
#10292 posted by Preach on 2010/09/28 19:43:07
For a given entity slow to be used, it not only has to be free, but it has to have been free for more than 2 seconds. This is to reduce the risk that dangling references to entities which have been removed can cause bugs*. So if the missile in slot 101 was removed 0.5 seconds ago, the next missile will skip that slot and be spawned in 102 even though 101 was free.
*An example of the kind of bug this could resolve is where a monster has made an enemy of an entity which gets removed just after it dies.
The function ai_run checks if an entity has <=0 health(and is therefore dead), and if so resets the monster's enemy. If entity slots could be reused immediately, a newly created entity could replace the old one with a positive health value.
The result would be that the monster starts attacking this new entity with no provocation. This relies on monsters calling ai_run or similar at least once in two seconds - and it's not a bad assumption although it may not be 100% watertight...
 More Fun With Q1 BSP :E
I've been playing with BSP to try and make some pretty stuff, and on trying to make some nice curved pipes I got this error on compile:
WARNING: CutNodePortals_r: New portal was clipped away near (-121 9 436)
Results in the vertices of each section not aligning. What am I doing wrong? :(
|