#10494 posted by necros on 2010/11/16 02:56:57
1:52 for 2.6G (billion?) casts. (-soft -gate 5.0)
http://necros.quaddicted.com/temp/oranges.jpg
it's pretty much perfect right now. i can't think of a single thing wrong with it atm.
and on top of that there's coloured sunlight too (which i totally wasn't expecting, so a nice surprise! :))
if anyone's been holding off on coloured lights, there's literally no reason not to use this now. combines aguirre's great lighting tricks with multicore and colours.
n1 man. :)
 Mh
#10495 posted by negke on 2010/11/16 09:57:36
Nice work. But I think it would be better to credit Bengt Jardrup rather than aguirRe in the readme, as his tools and engines are more immediately known under that name while hardly anyone outside the dev boards can make the connection to the nick.
 Help With Ambient_sounds
#10496 posted by Futur4 on 2010/11/16 13:09:46
Hi.. it's not clear to me if ambient sounds in Quake must be triggered to start looping !?
And why the hell there's no an Ambient_generic as in Half-Life ??
so what about if I want a custom music play allthetime in my map?
Please answerme
 Ambients
#10497 posted by ijed on 2010/11/16 15:57:53
In id1 start on and can't be removed.
There are mods that add additional functionality for custom sounds like Quoth or RMQ, although only the former has a devkit document so far.
 Thanks Ijed
#10498 posted by Futur4 on 2010/11/16 16:09:37
"ID1" you mean the folder under quake folder ?
I've got so many ideas for my maps(I'm using Worldcraft+adapter) but coming from ValveHammer/HalfLife editing I'm facing with many limits here in Quake.
And Ijed where are in Quake entities such "multimanager,trigger_auto,etc.." ?
Oh poor me!
#10499 posted by RaverX on 2010/11/16 17:56:25
Futur4, Quake is much older than Half Life. Half Life is based on Quake engine, but it has a lot of new features. So it's normal that a lot of fix cannot be found in Quake.
But that's a part of Quake charm, it doesn't have coloured lighting, translucency (except for water), etc, etc.
So you'll have to compensate those with a strong feeling. It's very easy to create a nice map when you have detalied textures, fancy shader effects, etc.
It's a lot harder to do it with simple textures and a basic engine. If you can't do it or you don't like the limits then move to other game - no offense. UT3 maps looks stunning (visually), but they lack the Quake feeling.
#10500 posted by rj on 2010/11/16 18:26:18
If you can't do it or you don't like the limits then move to other game - no offense.
if everyone thought like this then there would be no mods or custom engines! there is plenty that can be done to improve the technical side of quake without affecting the 'feel', including improved trigger entities
"ID1" you mean the folder under quake folder ?
basically when people refer to 'id1' they mean standard vanilla quake, with no mods. it might be worth giving quoth (http://kell.quaddicted.com/) a try for some more advanced options, or if you're really feeling adventurous then you can read up on some qc tutorials here: http://www.inside3d.com/gettingstarted.php and play around with adding your own entities
 What Rj Said
#10501 posted by ijed on 2010/11/16 20:14:43
#10502 posted by gb on 2010/11/16 23:48:04
> But that's a part of Quake charm, it doesn't have coloured lighting, translucency (except for water), etc, etc.
Of course it does have those.
#10503 posted by RaverX on 2010/11/17 15:18:38
gb - standard Quake does not have any of those.
tweaked engines - yes, but that's something different.
This way you can say that Quake supports displacement mapping, a very neat feature. But that's in darkplaces + special textures. So it's a NEW engine + new textures.
I enjoy a lot more standard Quake - the moment you start adding hi res textures, fancy lighting, etc - that moment it's not Quake - not the dark, scary Quake that we love (at least I love that feeling)
 RMQ Engine Is Up For Testing
#10504 posted by ijed on 2010/11/17 16:02:06
http://kneedeepinthedoomed.wordpress.com/2010/11/17/engine-test-release/
And, all engines are tweaked now - hirez stuff is always optional, if you don't like it you can just turn it off.
 Trigger_camera In Quake ?!
#10505 posted by Futur4 on 2010/11/17 16:43:34
Hi is there in Quake a trigger_camera such in HalfLife for in-game movies ?
maybe info_intermission ?
How can I in Worldcraft/Quake build simple intro/outro for my maps ?
 Info_intermission
#10506 posted by negke on 2010/11/17 16:50:27
It's the camera for the stats screen after exiting the map.
Open WC's entity def file in a text editor to see which entities are there and what they do.
 Thanks Neg!ke
#10507 posted by Futur4 on 2010/11/17 16:54:43
Can info_intermission camera be used for mini ingame movies ?
If not is there a way to do so ?
 Ambient_sounds Don't Work / Vanilla Quake
#10508 posted by Futur4 on 2010/11/17 17:11:19
Another "simple" question worrying me:
I'm using Worldcraft+Qadapter and in my map ambient_sounds(drone,wind,...) cannot be listened !
-they need to be triggered ?(already tried :()
-try with another engine? (I use WinAguirre)
-what's "precache sounds"?
..i'm putting off with Quake mapping
 You'll Need
#10509 posted by ijed on 2010/11/17 17:57:14
A custom progs for in-game minimatics again.
The ambient sounds thing is strange. Are you sure the sound isn't just being masked by other sounds playing nearby?
Alternatively, if you've got a lot of things making noise nearby the ambient might just get dumped as not important. For example, 20+ burning torches in earshot + the player + enemies would probably do it.
 Sound Overload
#10510 posted by rj on 2010/11/17 19:22:06
shouldn't be apparent in aguirre's engines. at least i'd have thought...
futur4: if by 'mini ingame movies' you mean cutscenes :P then no, they aren't available in the standard quake progs. surprisingly not in quoth either. but they do feature in some mods if you really want them, for example zer - give it a download and have a look in devkit.txt. scroll down to where it says * Overview *</a> and it details all the new ents you need to add to worldcraft's fgd file to set up cutscenes. you can then run quake with -game zer to play your map. the downside is that other people will also need zer to play it, but everyone should have it anyway, it's awesome 8)
no idea why ambient_drone or ambient_suck_wind wouldn't work.. if you just put them in without any extra fields anyway.
'precache sound' - precaching is what the engine has to do for any sounds or models before they are used
 Fucking Tags Again :Z
#10511 posted by rj on 2010/11/17 19:22:59
sound overload shouldn't be apparent in aguirre's engines. at least i'd have thought...
futur4: if by 'mini ingame movies' you mean cutscenes :P then no, they aren't available in the standard quake progs. surprisingly not in quoth either. but they do feature in some mods if you really want them, for example zer - give it a download and have a look in devkit.txt. scroll down to where it says * Overview * and it details all the new ents you need to add to worldcraft's fgd file to set up cutscenes. you can then run quake with -game zer to play your map. the downside is that other people will also need zer to play it, but everyone should have it anyway, it's awesome 8)
no idea why ambient_drone or ambient_suck_wind wouldn't work.. if you just put them in without any extra fields anyway.
'precache sound' - precaching is what the engine has to do for any sounds or models before they are used
 RaverX
#10512 posted by rj on 2010/11/17 19:43:33
I enjoy a lot more standard Quake - the moment you start adding hi res textures, fancy lighting, etc - that moment it's not Quake - not the dark, scary Quake that we love (at least I love that feeling)
how can you assume that something cannot be 'dark and scary' if it uses coloured lighting and hi-res textures? o_0
there is still so much about quake that makes it what it is regardless of new features that have been added. it has a pretty unique atmosphere that certainly isn't lost when the light from a wall-torch has a slight yellow tint to it, or if slime emits a green glow, or if you come across a pane of glass you can see through... etc.
most of these things aren't exactly 'new' either and are in pretty much every presently-maintained engine there is. darkplaces is admittedly pretty far removed from the bunch though as it has gone on to be more than just a quake platform...
 RJ..
#10513 posted by Futur4 on 2010/11/17 19:58:06
..you explained very well.. that's exact my problem ! I dont want people need another mod to play mine! could it be enough to just add Zerstorer progs with my mod ?
With Hammer/Halflife set-up cutscenes was a breeze but in Quake ...
tell me.. info_intermission could be used to set up simple intros(with text,different frames) ??
 Ambient_sounds Still Not Work
#10514 posted by Futur4 on 2010/11/17 20:05:13
I simply put ambient_drone,wind,.. entities in my Worldcraft map 4 times at cardinal points around the player.. compiled and.. NOTHING
-Do I have to "precache" them ? And how?
-what's the command line for launching them manually in Quake ?
-Maybe do I have to trigger them(already done)but.. as you know ambient_ entities have no keys/flags ..
#10515 posted by necros on 2010/11/17 20:29:53
could it be enough to just add Zerstorer progs with my mod ?
you could do that, but then you'd need to include all the models and sounds for the progs to work correctly. at that point, you're just bundling the zerstorer mod with your map so it's easier to just link to a download of zerstorer at that point.
 Quake Is Not Half-Life. Period
#10516 posted by negke on 2010/11/17 20:36:29
If you want to add cutscenes to your mod, you can incorporate the code from the corresponding qc files of course, or better yet, refer to the CCK from the level Vision of Hatred (at Quaddicted).
The ambient_ sounds don't have to be triggered or anything. Just place them and done. If they don't play for you, there must be something wrong on your end, accidentally spawnflagged out, possibly a modified pak0/wav, or something you're not telling us. Note that the ambient sounds can't be heard throughout the map, only when the player is relatively close to the source.
#10517 posted by rj on 2010/11/17 20:36:39
could it be enough to just add Zerstorer progs with my mod ?
i don't think that would be a problem in all honesty. it was free in the first place and i doubt any of the team would mind (not that they'd still be about in the quake scene anyway!)
info_intermission is unfortunately a pretty simple entity that can't be configured much. it just shows the engine where to look when the end screen comes up
as for the sounds... i can only suggest uploading a .map so i (or someone else) can see what's going wrong. the precaching is done in the entity code in the qc, so isn't something you have to worry about unless messing with the qc yourself. again though, they can't be triggered.. you plonk them in without a targetname and they simply play continuously. this is really where a mod like quoth comes in handy, as you can have play_sound_triggered, which enables you to set any sound at any volume and have it triggered on & off. zer has something like this too though i think.. check the devkit file
also i don't know of a command for playing sounds manually in-game. there might be one but i can't really imagine a practical use for it...
 I Must Add..
#10518 posted by rj on 2010/11/17 20:39:55
If you want to add cutscenes to your mod, you can incorporate the code from the corresponding qc files of course, or better yet, refer to the CCK from the level Vision of Hatred (at Quaddicted).
^ this is the best way when it comes to adding stuff in general. it just involves getting familiar with quake c, even if it does just involve copying & pasting bits from other mods :)
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