 Uhhhh...
#16872 posted by Mugwump on 2016/08/23 16:55:28
Seems like I've spoken too fast! Apparently I tested the sloped version by mistake, so of course it was fluid. It's weird: even with the extra steps, it's as choppy as without. I also sometimes get momentarily halted by a step if I don't look up the stairs. I'm thinking it might be because I cropped 1 unit on the edge of my stairs at a 45 degree angle.
#16873 posted by PRITCHARD on 2016/08/23 17:14:56
The placebo effect in action with those stairs, I guess. I wouldn't worry about it too much, it's important to not get hung up on small imperfections like that. Massive time sink.
The issue with the hitscan-shootable trigger is that when it's between the monster and the player, the monster won't attack. At all. So having the custom trigger would be useless in that situation, as it would never get used.
I don't know about fiends, but I assume the same goes for them.
The projectile shotgun would be nice, but working that into Quoth sounds difficult, if only because I have no knowledge at all in that area of quake content. Would it even be possible?
Anyway, I reworked the entire area. The glass plays a much less important role now, but it plays it much better! I was able to switch back to regular func_breakable brushes, which was better than the hacky mess I had that would crash the game if it wasn't killtargeted as soon as it was triggered...
Now I have a new issue! Does anyone have a .fgd file for Trenchbroom that includes the definitions for the info_logic_* entities? The built in one doesn't seem to have them, and although it's possible to add the keys manually, it's a lot easier to get wrong and I'd feel better having a complete file regardless...
 Choppy
#16874 posted by mjb on 2016/08/23 17:18:26
As far as steps go, you are going to get that "step" feedback...that's just how Ranger's bounding box works. A ramp, as Rick suggested would be the ideal way to have that smooth feedback but then you got the sliding effect.
As far as I know, it is a case of this or that.
 Pritchard
#16875 posted by mjb on 2016/08/23 17:21:06
This is EndsWithTen's FGD file. I used it for my base map so it has all of the goodies...plus models!
https://gist.github.com/ItEndsWithTens/200c881f2522af324767be1433c4391e
#16876 posted by Mugwump on 2016/08/23 17:42:33
Yeah, I think I'm gonna give up and go with the slope. As I said, there's gonna be action here so the player probably won't stand still... I still wish I'd understand why the momentary halts happen though.
Bloughsburgh, yes I know there's bound to be some chopiness, I've been playing Quake since it came out. But the 16-unit steps make it super choppy, with a side dish of getting stuck. Fuck that, it's a slope. Uiiiiii!
 Quoth Transparent Water & Trenchbroom Point Files
#16877 posted by lpowell on 2016/08/23 21:30:05
I'm about 90% done with the layout of the Quoth map I'm working on (minus tweaks) but there are a couple issues I want to address since my last compile.
1. Running the map in Quoth seems to make all liquids transparent, which doesn't happen when I run it in vanilla Quake. I was wondering if this is something weird I'm doing or if it's a normal behavior I can turn off, because I don't like the way it looks in my map. The Quoth mapping tutorial doesn't mention this.
2. How do I use a point file in Trenchbroom to find a leak? Nothing in the Help file says how.
#16878 posted by lpowell on 2016/08/23 21:40:11
re: 1. I did find the leak (it happened when I raised a floor that I also happened to be using as a ceiling for a room below... probably shouldn't do that), but still, it would be good to know how to use point files.
 Point File
#16879 posted by Mugwump on 2016/08/23 21:46:44
In TB 1.16 I go in the File menu and click Load Point File. I assume it'd be the same in v2.
 Point File Use
#16880 posted by Mugwump on 2016/08/23 21:48:05
It shows a yellow line running through your map and you'll find the leak on that line.
#16881 posted by Rick on 2016/08/23 21:50:06
Some editors can display the pointfile, others can't. Just load your map in Quake. open the console and type pointfile.
It helps to turn on notarget and noclip when looking for the leak.
The line of points will start out in the void and zig zag its way to an entity through the leak.
 Persistence
#16882 posted by Preach on 2016/08/23 22:14:31
1. Running the map in Quoth seems to make all liquids transparent, which doesn't happen when I run it in vanilla Quake. I was wondering if this is something weird I'm doing or if it's a normal behavior I can turn off, because I don't like the way it looks in my map. The Quoth mapping tutorial doesn't mention this.
It's probably that a map you've previously played in Quoth set the water transparent, and the last setting gets saved by the engine. Add an info_command_spawn to the map, and give it a "message" key of "r_wateralpha 1". This will force all the water in your map opaque.
If you wanted to make some water transparent, and other parts opaque, that's a different trick which I can share on request.
#16883 posted by PRITCHARD on 2016/08/24 00:58:02
I'd be interested in hearing the trick, just out of curiosity to see how it compares to the method I usevin my maps with func_illusionary brushes...
 Bingo
#16884 posted by Preach on 2016/08/24 07:50:22
That's pretty much it, you use func_illusionary combined with *waterskip for the portions that should be opaque, and regular water brushes for the transparent parts.
#16885 posted by lpowell on 2016/08/24 09:14:03
Pointfile thing was a big no duh. Whoops.
As for the liquids, that did it Preach, thanks!
Now I just have to figure out how to make the lighting look passable. Time to take a peak at some map sources and see how it's done I guess.
#16886 posted by PRITCHARD on 2016/08/24 12:02:22
So I downloaded the JACK fgd, it's a pity it doesn't show the correct models for some entities (all armors look the same, etc.) but it does actually have all the entities, so that's a fair trade.
In other news, i'm jumping from one issue to another with this room. I'm trying to set up some reinforcements to spawn in when the player presses a button, and i want them to at random intervals. I set up a simple gate with a trap, a func_wall and a trigger_multiple to fire an info_logic_random, which is supposed to pick a spawner at random to fire.
Well, it certainly picks something! Using 'developer 8' I found out than when the info_logic_random picks a set to target (it's in branch mode) it also decides to killtarget '', the player. Bit of a showstopper.
Here's the entity setup:
// entity 494
{
"classname" "info_logic_random"
"origin" "3720 808 296"
"angle" "-0"
"spawnflags" "1"
"target" "monspawn2_a"
"targetname" "monspawn2_1"
"chance" "0.5"
"target3" "monspawn2_b"
}
Trust me, I hate the target naming scheme too.
So, any advice? Is this entity just bugged?
 Question
how does one make the waterfall (from dissolution) texture behave like water while still being animated?
I suspect you would have to make 2 brushes. The animated texture a func_illusionary and a water volume with a waterskip texture? I'm not 100% sure though if having a completely skipped face water volume would work.
 Slime No Longer Damaging Player
#16889 posted by Qmaster on 2016/08/24 18:35:58
Just throwing this out there.
*waterskip is ONLY for water. Adding *waterskip to any face of an otherwise *slime brush will cause it to be treated as pure water.
As an aside, you could create a secret path through lava.
Does anyone know if there is support for *slimeskip or *lavaskip in Tyrutils?
#16890 posted by mjb on 2016/08/24 18:40:01
As an aside, you could create a secret path through lava
Ooh, that's nifty!
 Qmaster
heh that's actually relevant to what I'm doing. I'm not fussed about the slime damage though, it's only a small area.
here are the textures I'm using, they're the waterfall textures recoloured for slime.
https://dl.dropboxusercontent.com/u/108695968/slimefall.wad
 I Have A Semi-solution
In the same area as your water texture, make a trigger_hurt.
Add a property to the trigger_hurt titled "self.solid" with a value of "SOLID_NOT"
(quotation marks unnecessary)
The downside is that envirosuits won't protect you from the damage using this hack.
You can also mimic the death message of the slime using this method.
 Scratch That.
it already has that property.
/me reinvents the wheel.
 Random Toggle
#16894 posted by Preach on 2016/08/24 19:56:02
So, any advice? Is this entity just bugged?
Yup! Good catch. Interestingly, this is a variation on the issue that NewHouse was experiencing with empty killtarget fields a few weeks back. Only trouble is that the progs is setting the blank killtarget field, and there's no way around it.
For now, you might have to stick to using it without the toggle spawnflag (which was added as an afterthought and not tested well enough). There is a way to emulate the toggle behaviour with a few additional entities:
Have the info_logic_random target a func_togglewall on and off. Place an info_logic_inopen inside the togglewall with target "monspawn2_a", and an info_logic_insolid inside with target "monspawn2_b". Then, when you want to make a random branch, trigger the info_logic_random, followed by both the info_logic_inopen and info_logic_insolid. To trigger things in a specific order, simply target the first one using the "target" field of the instigator, and the second using "target2".
#16895 posted by PRITCHARD on 2016/08/25 01:01:53
Thanks for the confirmation and advice for a solution. Hopefully people will find it in the future when searching the thread!
Unfortunately the issue is no longer relevant for me, I ended up trying a few different options and settled on the monsters targetting their spawner when they died instead. But in between that, I experimented with using the min and max damage range of the info_trap and different health values for the trigger_multiple, which had a similar effect to what I wanted if I set one up for each spawner. Sadly it made the encounter either too spammy or too full of dead space and so I dropped randomness entirely.
 Lighting Techniques (using Tyrutils-ericw)
#16896 posted by NewHouse on 2016/08/26 00:39:10
Is it possible to make the core of light different color by placing multiple light entities in same spot? I'm using delay 2 in this case, and was thinking of using 450 - 300 light value, but putting different wait values for each entities that are in exact same position. But so far I haven't anything like that, maybe the intensity of other lights will wash off what I'm thinking, or maybe that's not even possible. I'm was thinking of nice a bit cyan color as a light core, and then it gets milder yet changes color more to steel blue and last 3rd would be almost white color. That way I could make colors pleasant to look at but not making basic gameplay harder.
Just wondering, because I know you guys are better with technical knowledge and stuff. I will continue testing, not sure will it lead anything.
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