 Http://prnt.sc/bowdn6   
		
		I lost some ammo, I just need to study about qc?  
	 
		
		 Qc'ss   
		#16638 posted by  madfox on 2016/07/05 16:51:08  
		 I add hipscor.qc and wrath.qc to a same progs.scr. 
  
  While doing that there are defs in both qc files that won't fit with eachother.
  
  org duplicate definition ignored
  Here you have a def of two shotgun types that can't go along with eachother so you have to hussle wich one does fit.
  You can click on the green definition to show you where both definition misargue.
  
  In this case you'll need to define new arguments for the TE_Explosion, ammu_shells1 rockets cells.
  
  It's rather kinky stuff because as soon as you find the string another one starts calling.
  I spend months to seek the head type the gremlin uses for the weapon change trick.
  Couldn't find it as it is integrated throughout whole the code.  
	 
		
		
		#16639 posted by  killpixel on 2016/07/06 01:26:57  
		which mod is wrath.qc from?  
	 
		
		 Rogue AKA Shit   
		
		  
	 
		
		 Derp :P   
		#16641 posted by  killpixel on 2016/07/06 01:39:46  
		thanks  
	 
		
		 Qc'ss MF   
		
		ok  
	 
		
		 Hipmodel.qc Progs.scr Location   
		
		in side of defs.qc or the side of items, world, misc.qc?  
	 
		
		 Watch   
		#16645 posted by  madfox on 2016/07/10 02:34:37  
		
	 
		
		 Watching   
		
		Is not in progs.scr, so not...  
	 
		
		 Then What Are You Watching?   
		#16647 posted by  madfox on 2016/07/10 06:01:07  
		you downlaoded the hipnotic zip,
  you unzip the qc.zip,
  you'll find the package with the progs.scr
  if you read it with an editor it ends up with the hipnotics.qc entities.
  
  That is if you have the hipnotics.zip  
	 
		
		 Yes I Have It   
		
		My progs.scr looks like this, but is not finished yet
  
  ../progs.dat
  
  defs.qc
  hipdefs.qc
  
  frikbot/bot.qc
  frikbot/bot_way.qc
  frikbot/bot_fight.qc 
  frikbot/bot_ai.qc
  frikbot/bot_misc.qc
  frikbot/bot_phys.qc
  frikbot/bot_move.qc
  frikbot/bot_ed.qc
  
  subs.qc
  fight.qc
  ai.qc
  combat.qc
  items.qc
  hipitems.qc
  weapons.qc
  world.qc
  client.qc
  player.qc
  monsters.qc
  doors.qc
  buttons.qc
  triggers.qc
  plats.qc
  misc.qc
  hipmisc.qc
  
  ogre.qc
  demon.qc
  shambler.qc
  knight.qc
  soldier.qc
  wizard.qc
  dog.qc
  zombie.qc
  boss.qc
  hipgrem.qc
  hipscrge.qc
  
  
  tarbaby.qc		// registered
  hknight.qc		// registered
  fish.qc			// registered
  shalrath.qc		// registered
  enforcer.qc		// registered
  oldone.qc		// registered2
  
  
  Where I put the hipmodels.qc?  
	 
		
		 You Already Did Half   
		#16649 posted by  madfox on 2016/07/10 08:52:57  
		Be aware that the progs.scr is only the script that the compiler reads before starting compiling.
  
  What I see is that you made a sommon of the qc files before knowing if they even will compare.
  
  If you ask me where to put the hipmodels.qc you're already going with the hipgrem,hipscrge,hipsmisc,hipitems.
  
  As you're not common with the qc files I would suggest first to compile the SoA progs.dat to see if the outcome goes well.
  From there you can add new qc files to see what will happen.  
	 
		
		 Shoot The Button Which Lowers "door/wall"?   
		#16650 posted by  Newhouse on 2016/07/10 22:48:59  
		How do I do that?
  
  What trigger type the button has to be, and what type the wall/door brush has to be. Door acts like platform/elevator but it lowers only ones and stays there (wait -1). I haven't figured it out yet. Hopefully someone is more experience with this subject?  
	 
		
		 Toggle The Door   
		#16651 posted by  Preach on 2016/07/10 23:07:48  
		The best option is to use a func_button, because it lets you use the button textures which change when the button is shot. func_button is quite simple to set up, you just need to set "target" with the same value as the "targetname" on the destination entity.
  
  You got it right using a func_door for the moving wall. If you want it to move back up when you shoot the button again, Try applying the TOGGLE spawnflag to the func_door, and see if that helps. If you want it to close automatically after some time then set "wait" to a positive value.  
	 
		
		
		#16652 posted by  Rick on 2016/07/11 00:00:51  
		And for the button to be shootable it needs to have "health" set to some amount. Setting it to 1 is usually good unless you want the player to have to use a lot of ammo to "kill" it.  
	 
		
		 Light Tool Crash   
		#16653 posted by  PRITCHARD on 2016/07/11 09:02:15  
		Tragedy!
  
 I sealed my map to test vis times and so on, and suddenly my light tool started to crash! 
  I'm using ericw's tyrutils v0.15.5, I tested with the original tyrutils and there was no crash.
 
  Here's some evidence, if it helps anyone:
  http://puu.sh/pXDTr/40c285c6ce.zip
 http://pastebin.com/L7Vtx2m7
 
 The zip file includes two versions of my  .map, one which is unsealed and doesn't crash, and one which is, and does crash. There are also pictures showing what I changed.
  
  The pastebin is an example of my console output when running qbsp.exe and then light.exe. When it reaches the "2." point, light.exe crashes, as shown in that log.
  
  Does anyone have any advice on how to fix this? I've tried sealing the map in various different ways around there, which has lead me to believe it is not that specific spot that causes the crash, but rather some issue with the sealed bsp as a whole.  
	 
		
		 Once Again ...   
		#16654 posted by  JPL on 2016/07/11 20:00:46  
		... we have found a lost soul.. So repent sinner, repent !! And read the Holy Quake Mapping Bible...
  
 http://web.comhem.se/bjp/tooltips.txt
 
 Hoped it helped :)   
	 
		
		
		#16655 posted by  Rick on 2016/07/11 20:58:22  
		I don't think that covers a complete crash of the light.exe  
	 
		
		
		#16656 posted by  Rick on 2016/07/11 21:10:19  
		For what it's worth, it worked for me. I'm not using the latest and greatest compiling programs on this computer though. 
  
  The 10 warnings from BSP are way more than I'd want to see.
  
  TxQBSP 1.13 ( XT build 260513 ) -- Modified by Bengt Jardrup
  -- Further mods by Baker, mh, rebb
  -- Original Detail/Hint code by Alexander Malmberg <alexander@malmberg.org>
  
  Inputfile: bad.map
  Outputfile: bad.bsp
  
  ------ LoadMapFile ------
   17422 faces
   2633 brushes (0 detail)
  
     325 entities
     102 miptex
    2261 texinfo
  WARNING: No valid wadfiles in worldmodel
  
  Building hulls sequentially...
  Processing hull 0...
  
  <snipped>
  
  ------ MergeAll ------
    5576 mergefaces
  
  ------ FinishBSPFile ------
  WriteBSPFile: bad.bsp
    6930 planes       138600
   17617 vertexes     211404
    8593 nodes        206232
    2261 texinfo       90440
   15092 faces        301840
   11659 clipnodes     93272
    4631 leafs        129668
   19642 marksurfaces  39284
   68937 surfedges    275748
   35710 edges        142840
       0 textures          0
         lightdata         0
         visdata           0
         entdata       36592
  
  Skipped 0 surfaces
  10 warnings
  Elapsed time : 0:23.87
  Peak memory used : 21.0 MB
  _____________________________________________
  
  
  ---- light / TyrUtils ericw-v0.15.1 ----
  running with 2 threads
  BSP is version 29
  Colored light entities detected: .lit output enabled.
  325 entities read, 144 are lights.
  0....1....2....3....4....5....6....7....8....9....
  Lighting Completed.
  
  lightdatasize: 470313
  7 switchable light styles
  Writing BSP version 29
   19.0 seconds elapsed  
	 
		
		 It's Sorted Out   
		#16657 posted by  ericw on 2016/07/11 21:37:01  
		Pritchard emailed me the bsp, it was indeed a crash bug in light.exe (tyrutils-ericw 0.15.5), will fix in the next update.  
	 
		
		 Warnings   
		#16658 posted by  PRITCHARD on 2016/07/12 15:21:35  
		I do wonder about those warnings. I ended up switching to the tyrutils qbsp rather than txqbsp, which a) makes the map compile a lot faster and b) gets rid of all of those errors. 
  Are they being suppressed, or is the tyrutils set just better at handling my shoddy brushwork?
  
  Also, thanks again to ericw! He was really quick in replying to my emails. :)  
	 
		
		 Encounters   
		#16659 posted by  PRITCHARD on 2016/07/16 18:06:54  
		Anyone got any good resources for designing good monster fights? It can be hard to come up with something unique each time.  
	 
		
		 Look At Good Maps   
		#16660 posted by  ijed on 2016/07/16 19:49:48  
		With careful monster placement.  
  
  Anything by CZG is a good starting point.  
	 
		
		 Although...   
		#16661 posted by  ijed on 2016/07/16 19:51:19  
		Start with Terra.  
	 
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