News | Forum | People | FAQ | Links | Search | Register | Log in
Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
First | Previous | Next | Last
Actually 
The delay between attacks and the voreball speed only changes on nightmare skill. On all the other skill levels they are the same.
Exception is Chthon that has only 1 health on easy and 3 on other skills, and his fireballs try to lead the player on hard and nightmare.
Also, on nightmare monsters don't go into their pain animations more than once per 5 seconds 
Necros 
I can't see any reason for any program to start consuming all virtual memory just because you manually haven't figured out the magic limit yet ...

As for clip brushes, they can only reduce # clipnodes, they won't affect the visible hull at all (and therefore cannot help vis). 
And... 
there's no way to tell regular vis to 'forget' about processing a certain area? would that be doable without changing the engine? 
The Only Way 
I know is through manually changing detail world brushes into e.g. func_walls. It's without doubt the fastest way to significantly reduce vis leafs/portals, but it has some drawbacks (e.g. no shadow casting). See my ToolTips for more details.

Newer games have e.g. area portals or explicit detail brush attributes that help reducing vis times, but I believe they also need careful planning to be used effectively.

In theory, you could change qbsp's portal handling to automatically cluster small leafs to help vis, but I don't know how to do that. I'm not entirely sure that it wouldn't require specific engine support either. 
Awww 
well, it was worth asking anyway ;) 
Necros 
That problem is easily solved by placing a simpler poly go version of the func_wall object inside the func_wall to cast the shadows in its stead. 
A Regular Brush Model I Mean 
<nt> 
True... 
but then you get like double the r_speeds... O_o that can't be good! :) besides, i don't really like wasting a bmodel slot for just details/reducing vis time when it could be better spent on a cooler door or something like that. ;) 
But.. 
remember you can group all your func_walls into one within certain limitations. 
HeadThump 
Did you get my 2nd attempt of the buzz73 report or was it also lost in SpamFilter County? 
I Just Double Checked The E-mail Account 
It isnt showing any new messages from you; though it to be honest a lot of people I know have been having trouble this week getting their e-mail. I finally got Necros' and a few others last night.
Also, I don't filter the e-mail for any content except for virus protection though I can see how a filter may interpert buzz73 as a gratuidious drug reference though at the time I was looking for a simple word at the beginning of the alphabet for the file name.
I'll e-mail you and see if that goes through. 
Strange Message In Console.. 
Hello,

Thanks for those who helped me yesterday about monsters' skill settings: I found the stuff in QuArK.... :))
Now, my map is 99% finished, and a strange message appeared yesterday night in the Quake console at the game start during a building test: TOTAL_CHANNELS == MAX__CHANNELS ... What does it mean ??? I use FitzQuake0.75 and it's the first time I have this message (never encountered it before, even with other engine...). Does somebody know what's the problem ???

Thanks 
JPL 
that means you have too much sound sources in the place. try either removing some monsters or ambient_sound entities... 
Vondur 
hmmm... I didn't set ambiant_sound entities yet... it can only comes from the default ambiant sound, water, lava, monsters, and func_door...
Does it mean the game is able to crash ??? Or is there a method to increase channel number to avoid this problem ?? 
Well 
it won't crash afaik, it'll just print that message on console until you exit the area with that many sounds... 
Error 
When i load my map in glquake i get this error, 'AllocBlock :full'
any ideas? 
Optic 
hmmm i forgot how i fixed that, but try -heapsize 32000 first 
Vondor 
-heapsize 32000 didn't work. The map loaded in winquake, but it looks like a brush goes on to infinite. 
Vondur 
OK, I think it's possibly linked to the last hall, because it appears only once at the beginning of the game (starting from a test_player_start). I will check all entities' sound settings (if a field exists) to make sure nothing is missng...
Just one other questions: what is the effects during the game ?? I mean, I've noticed nothing while playing... so maybe this message is just informative ... and it's not usefull taking into account this message ....
Thanks 
Jpl 
yeah, it's like info warning, the game shouldn't crash 
Optic 
hmmmm, well rebuilding problem brush should do then... 
Vondur 
Thanks, I'll check the stuff this evening, thank you for your help.... I was afraid the problem was destructive...
Thanks again.. 
HeadThump 
I've got your email and I've sent mine for the 3rd time, this time without the buzz word in the subject. 
Optic 
Take a look in my Q1 ToolTips document in the Engine Problems section, you'll find it here: http://user.tninet.se/~xir870k 
JPL: 
Just ignore TOTAL_CHANNELS == MAX__CHANNELS. It shows up in lots of big maps with a buttload of flames and torches because of all the fire sounds. (see perssp2, rpgsp1, etc.)

When you reach the static entity limit, that's when you need to start worrying. :) 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.