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		 Unable To Setup Trenchbroom On Mac Correctly #14449 posted by Fabrizio on 2014/09/26 15:18:31 Hello everyone,
I have just installed Trenchbroom on my Mac and despite I have set correctly the path to my Quake 3 folder and defined "baseq3" inside the Map Properties window, Entities don't show up and I get a lot of errors int he console such as: "Unable to find MDL 'progs/player.mdl'", etc.
 
 Ideas? Is Trenchbroom compatible with Quake 3 Arena?
 
 Thank you in advance for any help.
 
		 It Is Not #14450 posted by Spirit  on 2014/09/26 15:38:17Quake means Quake.  
		 Ionous #14451 posted by ijed  on 2014/09/27 17:31:40I should mention the main risk: no limits means you can just add more stuff indefinitely and never finish.  
		 Teleports? #14452 posted by Blarget2 on 2014/09/30 03:56:50 How do I do them? I made a info_teleport_destination
 and a trigger_teleport but I can no figure out how to link them in trenchbroom. Do I add a key and value?
 
		
		#14453 posted by necros  on 2014/09/30 04:55:19target key on the trigger, targetname key on the destination, and set the value the same on both of them.  Each separate teleport->destination pair should have a different value.  
		 Teleport #14454 posted by quaketree  on 2014/09/30 04:56:46http://quakewiki.org/wiki/info_teleport_destination
 
 That should help. Basically you need a key value of "targetname" for both and they both need to be the same.  
		 RE:teleport #14455 posted by Blarget2 on 2014/09/30 05:05:06 I made both the info_teleport_destination and the trigger_teleport have targetname  "name"  
 and it does not work.
 
		 Teleport Map #14456 posted by Blarget2 on 2014/09/30 05:26:20 Here is the map. I don't know what is wrong...https://dl.dropboxusercontent.com/u/10224384/teleportmaptest.zip  
		 Pretty Sure The Wiki Is Wrong #14457 posted by ericw  on 2014/09/30 05:39:10and necros is correct. the key on the trigger_teleport should be "target", not "targetname"  
		
		#14458 posted by metlslime  on 2014/09/30 05:39:33no no...
 trigger_teleport: "target" "blah"
 info_teleport_destination: "targetname" "blah"
 
		 Yeah What He Said. #14459 posted by metlslime  on 2014/09/30 05:39:51  
		
		#14460 posted by Spirit  on 2014/09/30 09:19:05Please tell me if the wiki is broken and not allowing editing.  
		 Aas #14461 posted by bennett93 on 2014/09/30 20:35:37 when i load the map on devmap it loads then stops and go back to the main menu, there is a aas file and when i try to add bots in map it says aas not found/active  
		 Moving Platforms #14462 posted by Blarget2 on 2014/09/30 23:19:47 I went through the wii and no mention of func_plat anywhere. I added target and targetname stuff retrospectively, and I cant figure out how to make the floor move or even how to define the height.  
		
		#14463 posted by necros  on 2014/10/01 02:53:18/*QUAKED func_plat (0 .5 .8) ? plat_low_trigger
Plats are always drawn in the extended position, so they will light correctly.
 
 If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is triggered, when it will lower and become a normal plat.
 
 Flags:
 "plat_low_trigger"
 ???
 
 Keys:
 "height"
 determines the amount the plat moves, instead of being implicitly determined by the model's height.
 "sounds"
 1 = base fast
 2 = chain slow
 "speed"
 moving speed (default: 150)
 "targetname"
 entity name
 */
 
		
		#14464 posted by necros  on 2014/10/01 02:59:01meant to hit preview.
anyway, as you can see, the amount of movement is normally determined by the actual lift model.  but you can override it with height.
 
		 THE FORGE! #14465 posted by ijed  on 2014/10/01 13:45:11 
		 Stupid Question About Spawnflags #14466 posted by stoo  on 2014/10/06 00:14:09In the second byte of spawnflags there's flags to not spawn ents in Easy, Normal and Hard mode, but not Nightmare?
 Is there a way to make an ent not spawn in Nightmare but spawn in the other skill levels?
 
		
		#14467 posted by Lunaran  on 2014/10/06 03:09:02Nightmare is hard skill with different monster AI.  A NM-only spawn would require modified progs.  
		 In Theory You could have a NM-only killtarget for your ent to not exist in NM, but it's a setup that requires a start map and a rune.  
		 No Spawn In NM #14469 posted by stoo  on 2014/10/06 13:46:34I was thinking like, make certain ammo or weapons not appear in NM to raise the challenge, but it sounds complicated. :P  
		
		#14470 posted by Lunaran  on 2014/10/06 18:53:10You could have a NM-only killtarget for your ent to not exist in NM, but it's a setup that requires a start map and a rune. 
 You put the rune in the nightmare entrance?
 
		 Been There Done That #14471 posted by ijed  on 2014/10/06 19:06:30Also made it so the player couldn't avoid accessing NM after collecting the rune, unless they opened the console.  
		 Yeah Then use func_episodegate logic gates in the actual map.  
		 Oh Come On... #14473 posted by Preach  on 2014/10/06 21:54:53You have 24 hours to come up with the CORRECT maphack before I put you all to shame. Nightmare only trigger - go!  |