 Fern
#1818 posted by JPL on 2004/04/30 07:59:48
Thanks, I know how to look for now... the final hall is quite big and numerous torches are used (at least 24 if I remember well).. if I add lava, monsters and buttons and doors, total sound number must be quite bigger than the game can support...
Just a precision, what is the TOTAL_CHANNELS maximum value allowed ???
 TOTAL_CHANNELS
#1819 posted by glassman on 2004/04/30 08:18:09
I think it's 8.
 Glassman
#1820 posted by JPL on 2004/04/30 08:45:29
hmmm... does it mean that only 8 different sounds are allowed in one closed hall (for example), or does it mean that only 8 sounds are allowed in a full map ???
As I said previously, I've seen no effects during the game... So what should be the effects on sound "rending" during the game ???
 Hmm..
#1821 posted by glassman on 2004/04/30 09:00:20
It can't be in the entire map so I presume it means within audible range at any one spot. I forget now how "audible range" is defined in quake but I think it is a matter of a certain number of units distance from the source.
Probably during the games some of the sounds don't play but if it's just the 9th flame sound that cuts out your hardly likely to notice.
 Glassman
#1822 posted by JPL on 2004/04/30 09:22:29
So, if I understand correctly it really doesn't matter: only the 8 nearest sources can be heard, and the others are "switched-off"... Am I right ???
 I Think That's Right
#1823 posted by glassman on 2004/04/30 10:17:00
bit I'm not sure exactly how sound channels work or how quake prioritises monster sounds over ambient sounds for example. You might learn more from the QC spec
http://www.gamers.org/dEngine/quake/spec/quake-spec34/qc-built.htm
 AquiRe It May Be Butting Up Against The
#1824 posted by HeadThump on 2004/04/30 10:29:35
1.5 meg size e-mail limit on my account. Previously, this has only effected the size I send out however, and not what I recieve.
 Glassman
#1825 posted by JPL on 2004/04/30 10:32:07
After a quick read, it seems to detailed only the basic C functions and not the entire engine architecture in itself... sound function can be found, channel max value is 8 for entities, and channel priority is not described (I didn't find the stuff...)
Anyway, thanks for the informations...
Bye
 HeadThump
#1826 posted by aguirRe on 2004/04/30 13:04:29
It can't be the size; it's just four kb. I've now sent it a fourth time. Do you have another address I could try?
 Heh,
#1827 posted by necros on 2004/04/30 13:43:50
it's funny... like three days later, i got the mail undelivrable message for the second email i sent you, HeadThump. your mail is funny. :D
 AguirRe
#1828 posted by Mike Woodham on 2004/04/30 13:59:06
Did you get my e-mail regarding the HOM effect? Looking at the posts, lately there seems to a problem with e-mails.
 Holy Moly
#1829 posted by aguirRe on 2004/04/30 15:11:41
Does this email thingy work at all? Mike, yes I've got it and replied, trying again right now.
It's a conspiracy, I tells ya ...
 Total Channels
#1830 posted by Fern on 2004/04/30 15:12:50
I have *never* noticed a sound problem while playing any map that exceeded total channels == maxchannels.
 You Think That Is Weird
#1831 posted by HeadThump on 2004/04/30 16:52:54
I've discovered a second account I have under Alan643@msn.com instead of AlanR643@msn.com. It had a back log of two years worth of e-mail and a handful of legitimate mail from friends. Absolutely mind blowing. I had no idea it was there until I looked into my Window resources under Outpost and saw I saw the name.
 Hey, Give That Address A Try, AquiRe
#1832 posted by HeadThump on 2004/04/30 16:54:02
It does work. I e-mailed my main account.
 OK
#1833 posted by aguirRe on 2004/04/30 17:41:24
Fifth attempt here we go, this time to alan643 instead of alanr643.
 I Didnt Recieve It
#1834 posted by HeadThump on 2004/04/30 19:09:45
This is really raising my blood pressure exponentialy. I am noticing many of the design flows and eyestabbing aesthetics (grotesque in its cloy toyishness, like the Volkswagon Bug)of my msn client that I have learned to gloss over since I have had this account. I'm going to grab a beer and come back to this later. Anyone have any recommendations for free e-mail account services?
 Hotmail?
#1835 posted by necros on 2004/04/30 19:16:09
it's the most popular thing around...
 Sixth Attempt
#1836 posted by aguirRe on 2004/04/30 19:35:22
This time directly from my MyRealBox account to alan643.
 It's There! I'm Actually Looking At It
#1837 posted by HeadThump on 2004/04/30 20:13:47
A miracle!
 Thanks AquiRe That Helps Alot
#1838 posted by HeadThump on 2004/04/30 20:37:55
There are more off grid vertices in the map then I realized. These are usually caused by the method I use for cutting brushes.
 AguirRe
#1839 posted by Mike Woodham on 2004/05/01 02:51:25
Got it!
I have played with Bob a bit and cleared the leak-through-solid-brush just by Brush Merging. But the invisible brushes remain (each connected with badly aligned brushwork) and one superb HOM, which because of the ceiling being a mirror image of the floor, really is like looking in a mirror.
I will probably just 'square-up' my problem brushes, or maybe put a door there!
Thanks for your help.
 Or...
#1840 posted by Mike Woodham on 2004/05/01 04:51:23
... the entrance to a cave where Willy the Spider lives!
 Spagetthi Code
#1841 posted by madfox on 2004/05/01 13:15:51
Wanted to add a new monster to Quake1.
Made a rat.qc - changed some things in the ai.qc - and added a rat.qc to the progs.qc
Now the console tells :
callo 1453
ai.qc : ai_run
rat.qc : rat_run1
monster_start_go : nofunction
stack overflow
I tried to set the rat.qc on my homepage, but it won't come through.
Is it really that hard to put in a new monster
and not substitute one???
 Yes.
#1842 posted by necros on 2004/05/01 14:04:23
well, no too. if you know what you're doing, it takes about 5 minutes to get a new monster going just by cnping another monster's code.
just make sure you change the name of all the functions to new ones, which i think you did, otherwise you wouldn't have been able to compile it...
i'm not sure, but this looks like something i got earlier... are you trying to have attack functions alongside ai_run functions? i ran into this problem with the gaunt monster i'm working on with kell. it looks like there's too many function calls in the same frame, so you might have to write your own movement code, and put in the shooting code with it like i ended up doing. it leads to lots of writing, sadly. :\
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