#19757 posted by
metlslime on 2018/07/15 01:58:02
Monster movement code uses hull 0 instead of hull 1 or 2 for checking the floor. This means any small gap deeper than step height will be a barrier to monster pathfinding.

It's The Same AI Code For Little Guys And Big Bads
#19758 posted by
Qmaster on 2018/07/15 05:04:30

Ai J Ai
#19759 posted by
madfox on 2018/07/15 23:34:53
Will find myself in Gulliver once I reach Hull.
I have to tag that movement code better.:P
#19761 posted by anonymous user on 2018/07/18 21:16:38
Which tool do you guys use to create sprites for Q2? How can i create an sp2?

Anony Mouse
#19762 posted by
madfox on 2018/07/19 03:02:50
Quake1 uses FirmG to handel sprites. It has a lot of output extentions. Don't know if you can view q2 sprites with it. Quaketastic has a Firmg 0.2 under tools.
I'm not familiar with q2 sprites. It seems there's a program called:
Quake 2 Sprite Builder, but I couldn't find it.
#19763 posted by anonymous user on 2018/07/19 17:11:42
I could really use a cli tool for that. Can't find anything, though. :(

Sp2
#19764 posted by Spike on 2018/07/19 20:32:16
if all else fails, just use a hex editor.
the format is basically trivial.
{magic="IDS2", version=2, numframes, {width, height, xoffset, yoffset, char pcxname[64] }[numframes] }
Yeah, sort enough to be able to commit to hunam memory, apparently.
Its the kind of format that should have just been a text file all along - hence .shaders being used for sprites in q3.
(q1 sprites are more complicated and also directly embed the pixel data. I don't recommend trying to hex-edit those...)

Floating Powerups
#19765 posted by dudebro56 on 2018/07/22 19:42:14
Anyone know how to make floating powerups in Quake 2? maybe there is some sort of brush I can set to collide with the powerup but not the player? Thanks
#19766 posted by
digs on 2018/07/25 07:26:13
Quoth2:
https://tomeofpreach.wordpress.com/quoth/tutorial/path_corner/
I have a problem with path_corner.
Can not use the "event" property. I set the "event" in the patch_corner, but when the func_trian leaves this point, there is no event. Is this the right name for the property?
#19767 posted by
Qmaster on 2018/07/26 06:07:45
Make sure you have the full Quoth 2.2.patch from here
https://tomeofpreach.wordpress.com/quoth/
THIS IS DIFFERENT FROM QUOTH 2 OR QUOTH 2.1 OR QUOTH 2.2!!
#19769 posted by anonymous user on 2018/07/26 16:03:01
If you have latest 2.2 patch or full then it should work. Make sure the event has a unique targetname. Wait key will also work on newest version

@
#19770 posted by
digs on 2018/07/26 16:33:22
Yes, the event has a unique targetname. But still does not work
#19771 posted by anonymous user on 2018/07/26 17:39:30

Event Bug
#19772 posted by
Preach on 2018/07/27 21:09:15
Do you have "wait" set on the path_corner? The page you linked says that event isn't compatible with that (it's really more an acknowledgement of a bug than a design decision, but still).
#19773 posted by
lpowell on 2018/07/27 23:53:03
Maybe a silly question, but how do people get it so that textures on faces that aren't parallel to the grid don't stretch?
#19774 posted by
Poorchop on 2018/07/27 23:54:21
I use Valve mode to prevent that. You can convert to Valve format by using Eric's tools and you can also choose the format when creating a new map in Trenchbroom (drop down menu on bottom right when selecting the game for which you want to make maps).
#19775 posted by
lpowell on 2018/07/27 23:58:47
Ah, the map format thingie. Thanks. Guess Valve is useful for something these days.

See The Map
#19777 posted by
Preach on 2018/07/28 11:22:01
Hard to say what's going wrong without seeing the map itself then, email it over to me and I'll take a look...

@Preach
#19778 posted by
digs on 2018/07/28 11:59:48
Pardon me! I use my own utility for select a portion of the map and this utility changes "target" to other name.
I try simple compile and it works correctly.
Sorry once again!

Trigger Problems
Hi!
Got a real bad trigger problem in my first map.
When I come to the middle of the game and have passed some triggers the others are all fired. Doors are opend things are working without activation?
Any idea to this?