#127 posted by  Tribal on 2019/01/11 10:04:06  
		Is there any way to make snow or rain in Hexen2 maps with FTE?  
	 
		
		
		
		I could be wrong on this but I'd imagine it's no different than for Quake. Since the particles/configs configuration is engine based and not game based.
  
  So the discussion we had recently about Qmasters 2018_xmas map most likely would apply for Hexen2.
  
  But this time I didn't test it so... ymmv!  
	 
		
		 @damage_inc   
		#129 posted by  Tribal on 2019/01/11 19:32:51  
		But... to make rain or snow in quake i have to open the map with MarkV, use "tool_texturepointer" to find out the sky's texture name, use "copy ents" to make the ent file, and finally edit the ent file with the sky's name calling the weather effect...
  
  How can i do all of that if MarkV doesn't open hexen2 maps? :/  
	 
		
		 @Tribal   
		
		Are you trying this for stock H2 maps?  
	 
		
		 @damage_inc   
		#131 posted by  Tribal on 2019/01/11 22:35:03  
		Yep. 
  
  here is what i already tried:
  i opened the bsp with quark to know the sky name from the first map and i opened the bsp with notepad++ and copied all the ents to make a ent file (i saw someone talking about this in QuakeOne forums) but even with an ent file calling the rain it doesn't work
  
  but the good news is: the second map came with an ent file (i think it's from an update) i edited it and it worked! Now i have rain in there \o/
  
  in other news... it seems the command line "r_sun_colour (R G B)" to make godrays doesn't change anything in hexen2 :/  
	 
		
		 @Tribal   
		
		FYI: from he console in FTE "sv_saveentfile"
  
  Will be located in "[.../YourGameDir]/fteh2/maps/"
  
  I used TexMex to open the .BSP to find the sky's name. I didn't get the snow/rain to work on a map load though... I have to exec the .cfg from the console to get it to start!  
	 
		
		 @damage_inc   
		#133 posted by  Tribal on 2019/01/11 23:06:40  
		Thanks!
  
  Your method will save me a lot of time =D  
	 
		
		 DERP!   
		
		Now I see whyyy I didn't have particles on map load, because I didn't have it ENABLED in the particles menu :faceplam:  
	 
		
		
		#135 posted by  Tribal on 2019/01/12 01:26:53  
		With your method i was capable of make rain in the first map. Thank you! =D
  
  One thing i noticed... when you are at the courtyard (player-starting-point) and you look down, the rain stops... when you look straigh or higher (or right down to the floor), the rain starts again :P
  
  This bug doesn't happen in Quake 
  
  anyway, i'm happy to see the fte_weather working in Hexen2 :)  
	 
		
		
		#136 posted by  Tribal on 2019/01/25 00:56:56  
		Hi, there!
  
  I'm trying to play FTE with effectinfo (quakespasm-spiked custom particles)... all particles are working fine, except for the blood particles when you hit an enemy. I can see blood particles falling from gibs, but not when i hit an enemy...
  
  anyone has any idea how can i fix this?  
	 
		
		
		#137 posted by Spike on 2019/01/26 19:54:24 
		r_particledesc "high effectinfo"
  or something. or classic instead of high.
  (there's some naming differences that prevents the blood particles from loading)  
	 
		
		 @Spike   
		#138 posted by  Tribal on 2019/01/26 22:29:19  
		Thanks!
  
  "r_particledesc classic effectinfo" is perfect =D  
	 
		
		 FTE QW Single Player Is Broken.   
		#139 posted by Jeremy on 2019/02/27 17:46:08 
		I cannot start a single player game with this client. The paths are all correct in the menu. I have everything where it should be and when i go to play a single player game nothing happens when I try. It doesn't load Quake at all. Whats funny is if i download anything with the quake injector I can play the mods fine. Any help with this weird issue would be appreciated.  
	 
		
		
		#140 posted by  mankrip on 2019/02/27 18:02:14  
		QSS has the same problem. Trying to start a single player game from the main menu does nothing.  
	 
		
		
		#141 posted by Zaloopa on 2019/03/02 21:32:49 
		maybe -nohome can help  
	 
		
		
		#142 posted by  Joel B on 2019/03/02 23:18:36  
		I was having issues with singleplayer in the latest build of FTE. Often freezing on level load/change, and sometimes nothing happening on selecting new singleplayer game.
  
  On a suggestion from Spike in the discord I set sv_nqplayerphysics 1 before trying to load a singleplayer map. That fixed the map load freeze. I haven't tried the "new game" selection yet to see whether that is still flaky.
  
  You might or might not already have sv_nqplayerphysics set to 1. I think it is by default, but in the setup you get from the AfterQuake package it appears to be 0. Anyway, if it's 0 for you currently, try setting it to 1.  
	 
		
		
		#143 posted by Jeremy on 2019/03/03 00:49:42 
		Thanks for the responses. Neither command fixed the issue with selecting single player. I added -nohome in a bat file and I also entered the sv_nqplayerphysics 1 in the console. Nothing. What's funny is that in 5399 everything worked fine. The last two updates broke the new game selection for single player. :/ Oh well hopefully the fte qw team is aware of the issue.  
	 
		
		 It's A Single Executable   
		
		Why not just go back to 5399?  
	 
		
		
		#145 posted by Jeremy on 2019/03/03 03:54:10 
		Because I deleted it. Can't find it anywhere and the fte qw site doesn't keep old versions on their page.  
	 
		
		
		#146 posted by  Joel B on 2019/03/03 05:42:34  
		
	 
		
		
		#147 posted by  Joel B on 2019/03/03 05:44:27  
		BTW, sv_nqplayerphysics doesn't seem to be the panacea for me after all. Weird edge friction going on. If my player model is overhanging a ledge and I tap the walk button once in a direction pointing along the edge, often the player will "grind the rail" all the way along the edge.  
	 
		
		
		#148 posted by Spike on 2019/03/03 07:28:18 
		hopefully some of these things are fixed in revision 5424  
	 
		
		
		#149 posted by Jeremy on 2019/03/03 17:55:35 
		Single player fixed with 5424. :) Thanks. Tilding then tapping map e1m1 (or whatever start map) was a little annoying.  
	 
		
		
		#150 posted by  Joel B on 2019/03/04 00:23:00  
		Yah all issues I mentioned above are gone in 5424. :thumbsup:  
	 
		
		 RT Lights Are Point Entity Only Yes?   
		
		Without resorting to Q3BSP+Q3map2, is it possible to have in Q1, a texture emit RT Lighting? Using scripts/shaders?  
	 
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