I'm an idiot, I didn't look closely enough at the connections shown in Jackhammer before deciding Daya hadn't actually connected them. Sorry.
The 'wait' key, or "Delay before close", sets the time to reset, change it to -1 to keep them open. I notice now poking around it's set to 0, which I thought might be a problem, but I don't get the stack overflow even with it set that way. It seems like enabling "Don't link" on the seventh stair is what does it. It's okay if I only enable the option on the first six stairs, but on st8 I get the error. I'm not sure why.
 That's Weird
Treating the whole bunch as a single entity (i.e. with a single targetname and "don't link" enabled on all of them) does work, though, so if I were Daya, that's what I would do. There does not seem to be anything to gain from having the stairs target one another; it just seems like an unnecessary multiplication of map entities...
 Daya
#518 posted by ericw on 2015/08/17 19:44:52
for problem 1., you can't switch a light off with killtarget, and if you mean it's a plusing style, then you can't switch it off with id1 progs.dat.
To make a non-pulsing red light that switches off, just give the light entity a color and targetname, it should switch off when triggered.
 Another Problem For Daya :)
At the collapsing bridge in your map, you have two messages, namely "The bridge will collapse shortly" (or something like that) and then "Woah!" (or something like that).*
At the moment, though, the first message appears for only a second or so before it is replaced by the "Woah" message (long before the bridge actually starts falling). The effect is that the player only really sees "Woah" on the screen and has no idea what is going on.
_____________
* The idea is obviously that the first message lets the player know of imminent danger (so they know they need to find a way off the bridge), and "woah!" is supposed to appear as the bridge finally collapses.
#520 posted by ma†echa on 2015/08/17 20:00:12
Oh yeah, for this jam I ended up writing a bit of JavaScript to calculate the brush sizes I'd need to perfectly span the open spaces with repeating elements (like a fence, or series of windows). Specify the unit size of the space you want to fill and the unit size of the divider that goes between each section, and the script then lists feasible options that will repeat perfectly within that space. If anyone would find this script handy I could toss it on GitHub or something. It's kinda primitive tho - you just paste the functions into the JS console in your browser and call it from there. If enough ppl want it, I could just put this stuff in an HTML page with a simple web view or something.
 The Biggest Issue In Daya's Map, However...
is that it's basically unplayably slow. I get around 10 fps on Quakepasm 0.90 on a not-too-old computer, where most maps run at around 70 fps.
I don't know nearly enough to diagnose why this happens, but I am guessing cleaning up the brushwork and sealing the map cannot hurt.
FWIW, when I compile the map without running light, it runs at around 20fps (and fullbright, of course), which is bad, but not unplayable. Don't know if this helps with troubleshooting.
 10,000 Days In The Fire
#522 posted by - on 2015/08/17 21:03:13
 Scampie
#523 posted by PuLSaR on 2015/08/17 21:05:34
That looks bloody great!
btw I wonder why doesn't necros tease us with some more screenshots.
 Screenies
#524 posted by ShoTro on 2015/08/17 21:43:35
Not the quality of Scampie's shots, but for my first single player map ever in a game I haven't mapped for in over 15 years... I am pretty happy with the result despite having to restart and trashing half the rooms trying to fix errors 5 days before deadline. :-p
https://www.dropbox.com/s/yp20pcjhl4i5stg/Quake_MapJam666_WIP_11.jpg?dl=0
I will be fixing a few more things and updating Daz with new files tomorrow. I might have made it too easy trying to make it so you can beat it without ESP and only two shotgun shells remaining.
Beer time!
 Of The Flames In The Stars
#525 posted by Breezeep_ on 2015/08/17 22:40:30
Since Scampie decided to post screenshots of the finished map, I'll do some shots myself:
http://i.imgur.com/IZdEg7x.png
http://i.imgur.com/uggOy4x.png
I was getting pretty sick of working on this map to be quite honest. I guess I'll stick with doom mapping form now on, since it's a bit difficult to make a functional layout without getting confused on what to do or how the map would look like. I'm looking forward to seeing what Daz thinks of this map (It'll probably suck) and I am also looking forward to playing everyone else's maps.
 That Looks Great!
#526 posted by DaZ on 2015/08/17 22:51:08
It's a shame you've been put off because those screenshots look really cool! It can be rough learning a game engine under a time limit for sure, maybe working on another small map but with a longer but self imposed time limit will feel much better?
 Breezeep
Bollocks, Doom mapping is for babies!
I'm happy you finally finished a Q1SP. I guess a deadline helped, since as far as I recall your projects would tend to run out of steam.
 Basically
Be better at self discipline than onetruepurple is.
Your map is looking nicer than some of the lost chapters, and that includes the one made by Ionous who's a turbogood mapper now.
Keep up the hard work!
#529 posted by necros on 2015/08/17 23:29:06
I'm glad for the deadline as I usually never finish maps anymore, usually die to lack of interest.
Having the deadline and the fact that it is a sort of group thing helps
 Indeed
#530 posted by skacky on 2015/08/17 23:33:46
This is why Jams rock.
Nice pics everyone. Lovely atmosphere Breezeep.
#531 posted by Rick on 2015/08/17 23:55:31
I agree about the deadline part because, as some of you know, I've been working on my other map for over 5 years. And yeah, that it turned into a sort of group activity was a plus.
I play tested my map today a bit. Man, did I miss a lot of stuff and the lighting could really use more tweaking. As far as game play goes, skill 1 isn't too bad, though things tend to not go the way I meant them to. Skill 0, the map can't be finished without cheating, even though there are no monsters. Skill 2 was a nightmare because of insufficient ammo. I only managed to finish by running for the exit with 7 enemies chasing me.
 Breez
map looks good bro, I can understand getting dejected with making quake maps. It's easy to get burnt out. Honestly though I find making doom maps far more frustrating.
#533 posted by - on 2015/08/18 00:42:22
add some more ammo to the end, do an -onlyents compile, and send Daz an update! I've done a few balance fixes today and sent him updates
 Does That Go For Me?
#534 posted by Breezeep_ on 2015/08/18 00:59:06
I'm a bit confused on who you're talking to.
 Oh, I Was Talking At Rick
#535 posted by - on 2015/08/18 01:00:42
#536 posted by Rick on 2015/08/18 01:21:10
Yeah I already let Daz know. Since there were some minor lighting tweaks and texture changes needed also, I'll re-compile the thing tonight and send him the new one in the morning.
 Spoiler Alert
#537 posted by adib on 2015/08/18 09:14:57
 Dammit Adib!!!
#538 posted by ShoTro on 2015/08/18 10:35:51
I was trying to figure out how to use that archway but spent a lunch break pondering how and failing at it. Looks fantastic!
 Sho
#539 posted by adib on 2015/08/18 14:49:56
Your lunch time seems a lot of fun, but I hope you actually eat sometimes.
Thanks, and you can steal it away :)
By week 3 I found alice.wad at Quaddicted (link at DaZ initial post). There is a nice animated fire texture that would make the perfect "roof" for this arch, behind the ogres, like a crown. Will try it for DLC...
 Some Really Nice Shots Guys
#540 posted by nitin on 2015/08/18 15:07:52
scampie when did you become good at lighting :)
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