 Preach: Quoth2 Bug Reports
#956 posted by golden_boy on 2007/08/01 16:07:51
Sorry, not at my computer, so I put them here.
1. After dying in f. ex. slime, the screen is still tinted upon respawn. Happens regularly. Example is the Quoth startmap, die in the lava and respawn with red tinted screen. Tint goes away when picking up armor etc.
2. togglewall (forcefield) is buggy. The particles often aren't spawned for no apparent reason, but the wall is obviously working/blocking. To do with proximity of other ents? angle? texture? other forcefields? Noise/noise1 key isn't working on togglewall at least when used as forcefield. I have to use a trigger_multiple for playing a blocking sound.
3. Breakable is buggy. It looks for rock.mdl but can't find it. It also can't find some impact sounds. pak issue? :(
Feature request (hey, I reported bugs): Could the forcefield only spawn particles when touched? That shouldn't be too difficult to implement. Star Trek style.
gb
 Bump
#957 posted by Zwiffle on 2007/08/13 21:22:30
^
 Progress
#958 posted by Preach on 2007/08/13 21:59:53
Lots is going on behind the scenes here, don't worry.
The 1st bug in the post above was kinda interesting though, as it turns out it's a very long standing engine bug. If you're in lava and you execute "v_cshift 0 0 0 0" command, then restart the level, the lava tint remains and v_cshift doesn't affect it. This only occurs in software rendering engines though. I have just this minute discovered a workaround for this though, "v_cshift 0 0 1 0" looks the same, because the intensity of the colour shift is zero, but the bug doesn't occur for this value.
Fun time trick: run winquake, and type "v_cshift 0 0 0 -2500" in. Better than the TF spy's grenade, that's for sure.
 Phait...
#959 posted by distrans on 2007/08/14 07:49:21
...please send source for PH8DM2 to my gmail acc. Ta!
#960 posted by Trinca on 2007/08/16 12:18:53
still working on mine second maps 70% made ore one month t might be ready!
 Ya...
#961 posted by distrans on 2007/08/31 04:19:28
...if it drags on a bit more I might be able to add this to the mix:
http://img263.imageshack.us/img263/6071/dissp08zl1.jpg
 No Objections Here
#962 posted by HeadThump on 2007/08/31 05:02:47
I still have plenty of work to do on my map and I wont get to it until the Indian Summer map is finished. No official due date has been given, I suspect it will depend on the next pak release, and come through a consensus, and typicaly such things are scheduled weeks after a consensus is reached.
Trinca has the URL for the beta pak tucked away somewhere, so I would suggest shooting him an email if you need it.
 Hellz Bellz
#963 posted by HeadThump on 2007/08/31 05:04:59
that looks straight out of a Doom3 mod with model to brush designs and everything!
 WOoOoh Yesss!
#964 posted by johnxmas on 2007/08/31 05:15:09
What is this texture set? D3remix?
Sweet honeycomb pavements and lacy metal beams...
Fine lighthing.
Me want it!
 Suggestion
#965 posted by inertia on 2007/08/31 05:27:03
If anyone wants to make a map for this pack, without taking a ton of effort, I suggest my recently GPL'ed base map for the task :D
 Distrans
#966 posted by JPL on 2007/08/31 07:54:49
It's nice to see how good you use Doom3 texture set ;)
You rock !
 OK...
#967 posted by distrans on 2007/08/31 11:17:43
...thanx for the encouragement, I'm putting this one at the top of the "to finish" list.
 Distrans
#968 posted by starbuck on 2007/08/31 14:20:46
looks good! It would be awesome if high-res versions of the textures were downloadable with the map too, seeing as they must exist somewhere!
 Starbuck
#969 posted by JPL on 2007/08/31 14:24:47
Just extract the stuff from on eof the .pk3 file of Doom3 game: you'll get the stuff...
#970 posted by Trinca on 2007/08/31 14:36:45
i�m making my second map :\ but is going slow!
first is finish i might just change small stuff
 Ooh
You rock Dis. So hard.
#972 posted by Trinca on 2007/09/12 22:23:20
ok release date was december 2006...
i start a second map as almost everybody know and will ready in next 3 months for sure... so i will release my maps in december i think 1 year and 4 month are more then enought wait... the guys that have and want to release is ok if dont will be release later on!
i will not wait anymore... and i will not change my maps in Quoth stuff that was provide to me... if other dont have time i respect, but i dont have to wait for anyone!
thks for all that start a map and hope you can have then ready same time as me!
god bless you all and my lovely contry (Portugal)
 Trinca
#973 posted by golden_boy on 2007/09/13 00:43:38
You want to release for Quoth 1 then?
 Oh And...
#974 posted by golden_boy on 2007/09/13 00:45:14
if so, remember to take out some Bobs.
^^
#975 posted by Trinca on 2007/09/13 00:46:35
no release with Quoth2 avaible at the moment... it will be compatible with final version for sure... if isn�t already a final version out...
 ^^
#976 posted by golden_boy on 2007/09/13 01:03:38
You mean including the beta pak and progs?!
You sure thats OK with Kell/Preach?
 Trinca:
#977 posted by metlslime on 2007/09/13 01:06:26
it seems unlikely that they would be okay with you releasing their beta code and content. You should switch to Quoth1 if you want to do it.
#978 posted by Trinca on 2007/09/13 01:07:23
still 3 month... i think is more then enough... is not fair to wait more for me... this pack should been made in 6 month and will take for me 1,6 year... is fair for me? that have two maps on hold? man i hate to have stuff on hold... i my last in a project... for sure...
i will not wait i dont give a shit if the guys provide me the stuff was to be used... not to be on hold forever!!!
#979 posted by Trinca on 2007/09/13 01:08:48
metlslime is not fair man i worked a lot in my fucking maps lost lots of hours and now i have to change all the crap...
FUCK THIS!!!
 If The Pak Isn't Ready
#980 posted by HeadThump on 2007/09/13 05:45:53
by December, I can put a pack together for you like I did for the Summer 06 base map. It'll use the entities that you used for the two Quoth maps but replace the pak materials with equivalent strength monsters and the like. It wont be nearly as gorgeous as Kell's work, but its an alternative if you don't want to wait.
Personally, I'm going to wait for the pak to be ready for my maps, but I don't mind helping if you want to go in a different direction.
In the meantime don't be so mean to Metlslime.
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