EntityPlus - A single player Q3 mod
Re: EntityPlus - A single player Q3 mod
It's possible if you simply don't check the GLOBAL spawnflag.
Re: EntityPlus - A single player Q3 mod
the effect on the players is the same.
test with spawnflags 0 and spawnflags 1.
I can fly through the whole map.
I would like to fly through a canyon.
It seems to work only with two trigger_multiple and two target_gravity.
I thought but more "volume brush". How to ut3.
test with spawnflags 0 and spawnflags 1.
I can fly through the whole map.
I would like to fly through a canyon.
It seems to work only with two trigger_multiple and two target_gravity.
I thought but more "volume brush". How to ut3.
Re: EntityPlus - A single player Q3 mod
Tested the target_gravity in a testmap with center area. It changes the g_gravity infinitely, he needs to change g_gravity only in time he's inside the trigger brush... As he have leaved the trigger area, he needs to put default g_gravity to settings of level.Eraser wrote:It's possible if you simply don't check the GLOBAL spawnflag.
The target_gravity can have the same code (can be used to change g_gravity in whole map with the GLOBAL spawnflag ticked to affect all players, but should be added something like trigger_gravity, which may be brushed modifier which affects only the area inside its brush. Like it's trigger_hurt which allows mapper to place deathvoid volume to desired area, the trigger_gravity can be used in areas with lava or something else what produces some gas which may to unweight the player or bots which enters the area.
Re: EntityPlus - A single player Q3 mod
Then use 2 triggers
Re: EntityPlus - A single player Q3 mod
This may be no problem... But it's much complicated... If it's actualy the best solution, we'll wait for new update (which can contain better solution, its brush modifier 'trigger_gravity'). Before it will be avaible, we must use actualy the best solution (multi-trigger)Eraser wrote:Then use 2 triggers
Re: EntityPlus - A single player Q3 mod
next bug by "Carmack Fortress"?
by part 3
Delete from the key by death and next door is closed.
by part 3
Delete from the key by death and next door is closed.
Re: EntityPlus - A single player Q3 mod
Could you elaborate a bit further on the problem, maybe record a demo of it happening?
I have a feeling this is simply a design error. There was something similar with an older version of my Testing Procedures map. If you die after getting the red keycard but before moving to the next level with the elevator, you're respawned right in front of the red-keycard-room whose entry door is locked and you're stuck
I have a feeling this is simply a design error. There was something similar with an older version of my Testing Procedures map. If you die after getting the red keycard but before moving to the next level with the elevator, you're respawned right in front of the red-keycard-room whose entry door is locked and you're stuck

Last edited by Eraser on Sun Jun 03, 2012 5:25 pm, edited 1 time in total.
Re: EntityPlus - A single player Q3 mod
yes, that's the part.
Is in the pit. In one corner is an equipment and in other the key.
Behind the pit is a closed door.
Is in the pit. In one corner is an equipment and in other the key.
Behind the pit is a closed door.
Re: EntityPlus - A single player Q3 mod
free sounds for func_breakable Entitys.
where you can find what?
where you can find what?

Re: EntityPlus - A single player Q3 mod
What about the EntityPlus? Are you working on new version Eraser or you have kicked out your project? What about the game saving you said about, have you all of these new things just throwed away?
I like the mod as in the active development. If you have ended developing your great project, tell us why...

Re: EntityPlus - A single player Q3 mod
It's not really in active development at the moment, but I've not given up on it. I'm willing to work on it if there's interest in it, but to date, me and deqer are the only ones who have actually used to mod to create a map and that is a tad disappointing.
That won't deter me from working on it by itself, but I've got a bunch of other stuff I'm working on that is just far more interesting and rewarding right now than EntityPlus. I guess that's how it usually goes with these mods.
The mod is fully open source and the code is freely accessible for anyone, so people can do with it what they want though.
Having said that, I still have a half-finished EntityPlus map on my harddisk that I do intent to finish some time, but I just can't give an ETA right now. If you really want to kickstart the mod again, make maps for it. It needs maps more desperately than new features.
That won't deter me from working on it by itself, but I've got a bunch of other stuff I'm working on that is just far more interesting and rewarding right now than EntityPlus. I guess that's how it usually goes with these mods.
The mod is fully open source and the code is freely accessible for anyone, so people can do with it what they want though.
Having said that, I still have a half-finished EntityPlus map on my harddisk that I do intent to finish some time, but I just can't give an ETA right now. If you really want to kickstart the mod again, make maps for it. It needs maps more desperately than new features.
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Re: EntityPlus - A single player Q3 mod
Back when this mod was being updated, I was trying to find bugs with all the new features and make some crappy maps for my friends and I. I miss updates :'(
Re: EntityPlus - A single player Q3 mod
im still working on mine. but it really is a slow going process. should prolly update my thread. the down side is i just moved cities and i forgot to grab my latest build. 2 week till i get my tower up here... ack the wait :/
Re: EntityPlus - A single player Q3 mod
Developer question for Eraser:
If you have included TA code for terrains, it could be able to include code for TA entities also. Then the mod should be able to use with fs_basegame "missionpack" parameter at the launch...
No need to redistribution of TA assets which leads to copyright restricts, just adds a require to own TA copy if added maps with TA entities in-use. Authors should add a warning about TA entities usage in their level's readme...
Who owns TA copy and want to distribute EP level with usage of TA assets should have a PK3 in EP folder with TA assets named as zzzt_ta-rad.pk3 or something similar... No vms of course...
I would to make new EP mission with some inspire by the Tron movie. Does anybody know? There would be Team Arena items in use, but a piece of code for that should be used. I'm not a programmer, and have no skills to edit the mod myself. Cannot use tutorials because they're too much concrete, but also cannot use official documentation because it's too much complicated.
This time it would be only with regular Q3A items, so maybe the next generation of the EntityPlus would start next mission with TA assets in-use (but not redistributed)...
I have inspired by FistMarine's TA modifications (3W patch and TA-Plus)...
P.S. - A question for top:
Is it possible to make dynamic lightning add to the lightmap instead of surface? It should be able to disable some lights and have only ambient lightning in some parts when used grid lightning (dynamic). Now the render adds dynamic lights to the surface which makes the unlike color-shade-only show up when the surface is dark...
Again pointing to my null programming skills...
If you have included TA code for terrains, it could be able to include code for TA entities also. Then the mod should be able to use with fs_basegame "missionpack" parameter at the launch...
No need to redistribution of TA assets which leads to copyright restricts, just adds a require to own TA copy if added maps with TA entities in-use. Authors should add a warning about TA entities usage in their level's readme...
Who owns TA copy and want to distribute EP level with usage of TA assets should have a PK3 in EP folder with TA assets named as zzzt_ta-rad.pk3 or something similar... No vms of course...
I would to make new EP mission with some inspire by the Tron movie. Does anybody know? There would be Team Arena items in use, but a piece of code for that should be used. I'm not a programmer, and have no skills to edit the mod myself. Cannot use tutorials because they're too much concrete, but also cannot use official documentation because it's too much complicated.
This time it would be only with regular Q3A items, so maybe the next generation of the EntityPlus would start next mission with TA assets in-use (but not redistributed)...
I have inspired by FistMarine's TA modifications (3W patch and TA-Plus)...
P.S. - A question for top:
Is it possible to make dynamic lightning add to the lightmap instead of surface? It should be able to disable some lights and have only ambient lightning in some parts when used grid lightning (dynamic). Now the render adds dynamic lights to the surface which makes the unlike color-shade-only show up when the surface is dark...
Again pointing to my null programming skills...
Re: EntityPlus - A single player Q3 mod
Relatively early on in development I decided not to include Team Arena entities because they require additional (copyrighted) assets as well, which I can't distribute with the mod. While your solution would technically work, I thought it wasn't worth it, mostly because the TA entities really don't add all that much anyway.
But I'll strike you a deal. Create a map from start to finish, show it to me and let me know where you absolutely positively need a Team Arena entity and I'll make them available for you in an update of the mod.
As for your second question about the dynamic lights, unfortunately that is not possible due to the way the Q3 engine works. You cannot use a dynamic light to add light to an otherwise unlit scene. It's a damn shame, but a limit we'll have to live with.
But I'll strike you a deal. Create a map from start to finish, show it to me and let me know where you absolutely positively need a Team Arena entity and I'll make them available for you in an update of the mod.
As for your second question about the dynamic lights, unfortunately that is not possible due to the way the Q3 engine works. You cannot use a dynamic light to add light to an otherwise unlit scene. It's a damn shame, but a limit we'll have to live with.
Re: EntityPlus - A single player Q3 mod
Getting back into mapping
, and I have a layout for an EntityPlus map just about done. I am going through and adding enemies/items, and there are two big issues I am running into:
-The "nobots" flag on items doesn't appear to work. Bots will still run around and try to pick things up. The only workaround I've found is to encase the item in botclip.
-The bug where bots turn to face 0 degrees upon spawning limits what you can do with the layout. This is a bigger deal as I am trying to build the map with no bot pickups so bots stay put when they spawn.
A more minor bug: If the first path_corner that a func_train points to has "wait" = -1, it will spawn at 0,0,0 and you need to trigger it once to get it to the correct starting position.

-The "nobots" flag on items doesn't appear to work. Bots will still run around and try to pick things up. The only workaround I've found is to encase the item in botclip.
-The bug where bots turn to face 0 degrees upon spawning limits what you can do with the layout. This is a bigger deal as I am trying to build the map with no bot pickups so bots stay put when they spawn.
A more minor bug: If the first path_corner that a func_train points to has "wait" = -1, it will spawn at 0,0,0 and you need to trigger it once to get it to the correct starting position.
Re: EntityPlus - A single player Q3 mod
I'm looking at the bot turning to face 0 degrees thing right now. At this point I have no idea why it does that though. A sort of workaround for now is that you could use an info_waypoint entity. Have the target_botspawn entity target an info_waypoint entity and give the waypoint a wait key with a value of -1.
The bot will then spawn and move towards the waypoint and wait there until it is alerted by the player again. The bot will keep looking in the direction it was facing when it hit the waypoint, so if you place the waypoint adjacent to the botspawn and in the direction you want the bot to face, it should work I think. Only downside is that the bot will take two or three steps to reach the waypoint right after spawning, but if the bot spawns off-screen (which you should always do, otherwise it looks odd), the desired effect should be achieved.
In the meantime, I hope to get this solved, but the bots code is really looking like a lot of Chinese to me.
The bot will then spawn and move towards the waypoint and wait there until it is alerted by the player again. The bot will keep looking in the direction it was facing when it hit the waypoint, so if you place the waypoint adjacent to the botspawn and in the direction you want the bot to face, it should work I think. Only downside is that the bot will take two or three steps to reach the waypoint right after spawning, but if the bot spawns off-screen (which you should always do, otherwise it looks odd), the desired effect should be achieved.
In the meantime, I hope to get this solved, but the bots code is really looking like a lot of Chinese to me.
Re: EntityPlus - A single player Q3 mod
Well, I'm preparing assets for free continue of Testing Procedures (named TP: The Training Center) and I would add also items and weapons for Team Arena. They will be in category of items they should be, but slightly splitted from other in VQ3. The Light Armor would be also introduced, as a CPMA item example, but it's actualy included...
Weapons:
GAU, MG, SG, RL, GL, LG, RG, PG, BFG and TA weapons NG, CG and PROX
Ammunition:
Bullets, Shells, Rockets, Grenades, Lightnings, Slugs, Cells, BFG ammo and TA ammo Nails, Chaingun Belt and Prox. Mines
Items:
All items including health, armory, special Power-Ups, and Team Arena power-ups like Guard, Doubler, Ammo-Regen and Scout, plus holdable items as Kamikaze and Invulnerability.
It would be nice to modify Kamikaze item to teleport player to some far place in the map instead of blowing up player that he must then respawn. The blowing effect would be still avaible, but wouldn't affect the player's state, only teleport him to safe point of map, most likely to define a spawnflag in info_player_start entity or recommend targetting to misc_teleporter_dest entity. Invulnerability would be perfect as it is...
As doubt for Team Arena support in Entity Plus, then would be recommended to enable that support by adding a +set fs_basegame "missionpack" modifier to the EP startup shortcut...
Weapons:
GAU, MG, SG, RL, GL, LG, RG, PG, BFG and TA weapons NG, CG and PROX
Ammunition:
Bullets, Shells, Rockets, Grenades, Lightnings, Slugs, Cells, BFG ammo and TA ammo Nails, Chaingun Belt and Prox. Mines
Items:
All items including health, armory, special Power-Ups, and Team Arena power-ups like Guard, Doubler, Ammo-Regen and Scout, plus holdable items as Kamikaze and Invulnerability.
It would be nice to modify Kamikaze item to teleport player to some far place in the map instead of blowing up player that he must then respawn. The blowing effect would be still avaible, but wouldn't affect the player's state, only teleport him to safe point of map, most likely to define a spawnflag in info_player_start entity or recommend targetting to misc_teleporter_dest entity. Invulnerability would be perfect as it is...
As doubt for Team Arena support in Entity Plus, then would be recommended to enable that support by adding a +set fs_basegame "missionpack" modifier to the EP startup shortcut...
Re: EntityPlus - A single player Q3 mod
Tomorrow is version 1.1.3's one year anniversary. That version was released on May 11th, 2012. Purely coincidental, I'm busy prepping the release of 1.1.4 right now and I'll make it publically available tomorrow. Together with a beta of my new EP map 

Re: EntityPlus - A single player Q3 mod
Best news and awesome because today I will finish a project I edited for ~3 months and need to chill tomorrow... best opportunity to check it out =)
Re: EntityPlus - A single player Q3 mod
EntityPlus 1.1.4 released
Yay, so here it is! Version 1.1.4 of the mod.
Complete list of changes:
- [Fixed] notarget console command does nothing.
- [Fixed] Entities with matching targetname2 don't respond to target_modify.
- [Fixed] target_unlink won't unlink target_relay or target_delay entities.
- [Fixed] Picking up backpack can push ammo count beyond 999.
- [Added] trigger_target command.
- [Added] target2 key to target_modify.
- [Added] target_modify can be used to change value of "damage" or "dmg" keys.
- [Added] Surfaces with a shader with "surfaceparm flesh" will make flesh footstep noises instead of the default sound.
- [Added] GIVE_PLAYER spawnflag to target_give.
- [Added] IGNORE_PLAYER, PATROL_WALK and ALWAYS_WALK spawnflags to target_botspawn.
- [Added] Green glow to BFG bolts.
- [Added] notep key to prevent entities from spawning in EntityPlus.
- [Changed] g_debugBotSpawns echoes out health for spawned bot.
Some more details about the most important changes can be found here:
https://code.google.com/p/entityplus/wi ... yPlus?tm=6
You can grab it here:
https://code.google.com/p/entityplus/do ... -1.1.4.zip
Yay, so here it is! Version 1.1.4 of the mod.
Complete list of changes:
- [Fixed] notarget console command does nothing.
- [Fixed] Entities with matching targetname2 don't respond to target_modify.
- [Fixed] target_unlink won't unlink target_relay or target_delay entities.
- [Fixed] Picking up backpack can push ammo count beyond 999.
- [Added] trigger_target command.
- [Added] target2 key to target_modify.
- [Added] target_modify can be used to change value of "damage" or "dmg" keys.
- [Added] Surfaces with a shader with "surfaceparm flesh" will make flesh footstep noises instead of the default sound.
- [Added] GIVE_PLAYER spawnflag to target_give.
- [Added] IGNORE_PLAYER, PATROL_WALK and ALWAYS_WALK spawnflags to target_botspawn.
- [Added] Green glow to BFG bolts.
- [Added] notep key to prevent entities from spawning in EntityPlus.
- [Changed] g_debugBotSpawns echoes out health for spawned bot.
Some more details about the most important changes can be found here:
https://code.google.com/p/entityplus/wi ... yPlus?tm=6
You can grab it here:
https://code.google.com/p/entityplus/do ... -1.1.4.zip
Re: EntityPlus - A single player Q3 mod
First troubles with ingame: Launched EP and graphics was a bit broken. Screenshots are from example map...
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0029.jpg[/lvlshot]
Shot 1: From indoor courtyard
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0030.jpg[/lvlshot]
Shot 2: Another angle
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0031.jpg[/lvlshot]
Shot 3: Window 1
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0032.jpg[/lvlshot]
Shot 4: Window 2
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0033.jpg[/lvlshot]
Shot 5: From key room
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0034.jpg[/lvlshot]
Shot 6: From outdoor courtyard
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0035.jpg[/lvlshot]
Shot 7: Another angle
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0036.jpg[/lvlshot]
Shot 8: After fight with Klesk
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0037.jpg[/lvlshot]
Shot 9: From underground secret
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0038.jpg[/lvlshot]
Shot 10: Look in the pit
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0039.jpg[/lvlshot]
Shot 11: Blue rings
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0040.jpg[/lvlshot]
Shot 12: Going to finish
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0041.jpg[/lvlshot]
Shot 13: Intermission screen
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0029.jpg[/lvlshot]
Shot 1: From indoor courtyard
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0030.jpg[/lvlshot]
Shot 2: Another angle
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0031.jpg[/lvlshot]
Shot 3: Window 1
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0032.jpg[/lvlshot]
Shot 4: Window 2
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0033.jpg[/lvlshot]
Shot 5: From key room
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0034.jpg[/lvlshot]
Shot 6: From outdoor courtyard
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0035.jpg[/lvlshot]
Shot 7: Another angle
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0036.jpg[/lvlshot]
Shot 8: After fight with Klesk
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0037.jpg[/lvlshot]
Shot 9: From underground secret
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0038.jpg[/lvlshot]
Shot 10: Look in the pit
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0039.jpg[/lvlshot]
Shot 11: Blue rings
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0040.jpg[/lvlshot]
Shot 12: Going to finish
[lvlshot]https://dl.dropboxusercontent.com/u/76484093/Quake%203/Quake%203%20World%20screenshots/issues/ep_ingame/shot0041.jpg[/lvlshot]
Shot 13: Intermission screen
Re: EntityPlus - A single player Q3 mod
Nah it's supposed to be like that.
Seriously though, looks like a problem on your end. I've got a clean Q3 install running here with 1.1.4 and I see none of those problems. Do you perhaps have a shader file of yourself somewhere that's incorrect somehow? Do you have the same problem if you have a clean Q3 1.32 install (without any additional PK3's) with a clean install of EP 1.1.4?
Seriously though, looks like a problem on your end. I've got a clean Q3 install running here with 1.1.4 and I see none of those problems. Do you perhaps have a shader file of yourself somewhere that's incorrect somehow? Do you have the same problem if you have a clean Q3 1.32 install (without any additional PK3's) with a clean install of EP 1.1.4?