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Post by fraggerbuilder on Sept 7, 2021 0:00:36 GMT -5
The Build engine uses a totally different technology and concept from Quake engines, so it's unlikely you'll find anyone here who can help you with that. Unless they just happen to have made maps for Duke3D before. That’s obvious that the rendering engine is different. It’s a.physical engine where all must be built up, even shadows, which come automatically’in Quake-life and later. Yet some object are similar. The sprite effectors and their tags are the entities. Many effects can now be achieved easily in one instance. As for My request I have found an example on the Duke Nukem 3d informational suite infosuite.duke4.net/index.php?page=ae_tricks_b3The multiswitch is the key.
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Post by fraggerbuilder on Sept 6, 2021 11:32:05 GMT -5
I've already asked for some q2 mapping here and I got great solution from skilled mappers so I thought I could ask something about the Build engine of Duke Nukem 3d. I hope the skinhead of Quake 2 tolerates the flat-top dude.
I've opened _SE.map in Mapster and checked out the "conveyor" fx with a switch to start and stop it from rolling.
I've tried this effect for myself in Mapster and added a speed sprite to control its haste. Afterward this question came up.
How to start the conveyor with a graduated switch to increase/decrease the speed with the lever 1,2,3,4...?
Thank you
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Post by fraggerbuilder on Oct 8, 2017 4:23:40 GMT -5
Indeed a func_door_door does better than a fun_rot in this endeavour. I give up the making of the ladder. The trapdoor itself can be the ladder. I want to focus on the zoning of the ground floor of the house. This is less difficult. Difficulties arise by themselves. No need to look after. What are you talking about when u say "use a logic gate to switch between them." ? Anyway thank you for your advice
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Post by fraggerbuilder on Oct 7, 2017 5:14:08 GMT -5
I want to do a map with my house as a theme. On the first floor we have a ceiling trap door with ladder giving access to the garret. I know now how to rotate for a defined period so I made a button, 2 relays and a func_rot but what if I want to slide the ladder down once the func-rot is over ? I tried a func_train with the same team as the func-rot or grouping them but the func-train doesn't follow the trap door. Every compiler has powerful debugger. Forum has powerful bugger. Thank you.
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Post by fraggerbuilder on Sept 26, 2017 5:28:20 GMT -5
Que the fan-theories! My theory is that Quake 2 is the prequel to Quake. Quake shows humans having a very developed portal technology that has been able to connect to a different world, which is now trying to use the portals to take over our world. Quake 2 has the beginning stages of a portal technology that has been developed and used by the Strogg to teleport attacks to earth. What happened at the end of Quake 2 was that humans got their hands on the portal technology and took it with them back to earth. What happened after the developments of the portal technology at earth led to Quake. I like the portal theory. It's very trendy. Thank you for this enlightment.
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Post by fraggerbuilder on Sept 20, 2017 12:03:40 GMT -5
Hi, I prefer Quake 2 to its predecessor (I often prefer the second vers ) but I still have some questions.
In the first Quake the game takes place in a neo-medieval world with fiend going from armoured grunts to knights along with strange beasts. It's drastically different in the second where it's obviously hightech. Are Stroggs a breed invented for the second Quake ? Are there past references of those cyborgs breed in old comics or novel? The guy who holds the blaster before me is the same in both vers ?
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Post by fraggerbuilder on Sept 20, 2017 3:59:23 GMT -5
I thought it was measured in ms :-): With a delay of 0.9 (which mean 90° as I saw in the game) all is running perfectly ... for this very puzzle I mean. There remain but 10000 pièces. Actually the delay of the second relay should be a variable not a constant as it's not always the same angle.90, 180, 270 or 360 or even their negative values depending on the starting point. I don't think there's an entity able to dynamically alter such attribute. Is there ? And so I think it would be easier if the the func_rot were a turret_breach (used as a bridge) pointing to its info_null but it crashes the game. Can I have more clues please
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Post by fraggerbuilder on Sept 19, 2017 12:20:44 GMT -5
Thanks a lot for this great compilation!
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Post by fraggerbuilder on Sept 19, 2017 12:15:27 GMT -5
I have set a message for each relay and it appears that only the first relay displays its message each time I shoot my button. I tried a delay of 50 for the second relay but it won't even trigger. I keep trying but that seems impossible for Quake 2. Which sounds impossible too.
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Post by fraggerbuilder on Sept 19, 2017 5:08:16 GMT -5
I have 2 relays targetnamed rel1, both target the func_rot "gateway'. One without delay, the other with a delay. My button is a brush tied to a func_button. It is shootable with rel1 as a target. When I shoot at it it only triggers the rel1 "without delay" so the func_rot turns endlessly. I must shoot the button a second time to stop it. Do I use a button that doesn't acknowledge targetname sharing ?
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Post by fraggerbuilder on Sept 18, 2017 4:31:29 GMT -5
Thanks for the answer. I didn't fully understand your idea though. I push/shoot one button to start a relay that triggers func_rot and I push another button right after to trigger another relay which kill the func_rot at the end of its delay ? That's great and it gave me some food for thinking but in my gameplay I would do it in a single shot. Is it possible for a button to trigger more than one entity, separatiing each targetname by a comma, semi-colon, whatever sign ?
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Post by fraggerbuilder on Sept 17, 2017 10:40:57 GMT -5
Hi, Say I've 4 buttons which triggers a func_door_rotating mounted as a rotating gateway. The issue is that this func_doors have an opening angle set once and for all. I would like each button to send this angle as a parameter to the func_rot so that the door/gateway turns until the right stop. Is it possible ? Thank you
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Post by fraggerbuilder on Sept 5, 2017 10:33:12 GMT -5
Hi, I use JACK to try some Quake 2 tweaking. Lastly I tried to make a turret according to this tutorial panjoo.tastyspleen.net/rust/tutorials/turret/turret.html. It deals with several entities for 1 interactive object and I have some weird issues. The different parts are floating haywire in the map and some glitches I won't try to explain. Do the tip info_notnull must be grouped or tied to the breach? Is there another tutorial ? Thanks
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