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Topic Starter Topic: Re: Here's a wild idea: EntityPlus

Insane Quaker
Insane Quaker
Joined: 16 Sep 2010
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PostPosted: 06-16-2011 02:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


Holy... with every update this mod is becoming less and less like vq3. (that`s a good thing!) Now you even get high scores for playing maps, and I like the progression towards a more modern, minimalistic menu.

Forget about Rage everyone, you should be mapping for this instead.



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Cool #9
Cool #9
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PostPosted: 06-16-2011 03:18 AM           Profile   Send private message  E-mail  Edit post Reply with quote


So, if anyone's up for something like this, I wish I could make the end-game scoreboard a little cooler.

Right now, it's all just text:
Image

You really should just play the example map to see how it's displayed, but for those who can't, I'll give a short description of this.

It starts out with just listing the different scoring categories and each so-many milliseconds (750 I think) a category is filled in with a sound effect (right now it's the sound of a machine gun bullet being fired).

I want this to look a little cooler. Maybe someone could photoshop some cool captions for the different categories in a cool font with some cool photoshop effects applied to it. Go crazy. Just remember that I'll need images of a fixed-width font to display the numbers "0" to "9", a "-" minus sign, a "." dot, an "x" and the "(" and ")" braces, unless you think that could be sorted out using the default Q3 fonts.

Oh yeah, regardless of whether or not the graphical side of things is changed, if anyone (DaEngineer?) is up for creating a sound effect to replace the machine gun bullet then that's a big plus as well. The sound should be a little beefier I think.




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Trainee
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Joined: 10 Feb 2011
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PostPosted: 06-16-2011 03:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


Do the awards give you points (or did you take them out?)

I think it might be cool if you could have a flag (either in the entity or worldspawn) to make ammo boxes sit on the ground in the editor orientation instead of bobbing in place. Also, would it be possible to just use the reskinned ammo box model for the health pickups so they could do the same? Here's a mockup of what I mean:

Image

Anyway, it gets more awesome every time I check it out :up:




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axbaby
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PostPosted: 06-16-2011 10:17 PM           Profile Send private message  E-mail  Edit post Reply with quote


how about guns, ammo and armour with a func_train feature.
This could make some interesting puzzle element like timing a jump to get moving RL without falling into a void or using a jumpad to grab a moving item.

I so want to make a single player campaign except free time is non-existent anymore.



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Trainee
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PostPosted: 06-17-2011 01:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


Just tried this, really great work ! : )

To the score-board - what about having it a bit in Doom-style - when the numbers would run as a counter from zero up to the final player-score, (and when a key is hit it just jumps straight to the end). You could even keep the MG sound, although q3 MG doesn't sound as cool as the one from Doom :p
It could have the same font as the main menu.
+What about adding final time to the score-board and also maybe level-secrets found counter.
And maybe also an option to set intermission music (as is in q3 single-player - win/loss, but you could just set any sound file to play -maybe if info_player_intermission could also point to target_speaker ?)

Another idea about the bot-monsters -what about having them spawn in 3 teams: player/enemy/neutral, while neutral would attack only when attacked first.


axbaby cool idea, if there was a possibility of having something as item_clip -solid only for items ,nonsolid for players/projectiles, then you could just make a func_train (or other func_*) from such brush and lay items on it




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Recruit
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PostPosted: 06-17-2011 04:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


Each updates are incredible :D ! EntityPlus is a very good thing for Quake 3 !
Some ideas of subst are great ("Doom style" + Final Time and secret found counter for the "end-game scoreboard").

Otherwise, what about replacing the actual multiplayer menu, with a "Coop Menu" , just a "Create/Join" menu, who force g_gametype 8, with possibilities to set difficulty and friendly fire ?
The coop mod could give more possibilities to Mappers.

Excuse me if I made mistakes in language, I'm french, and it's late here.




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Commander
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PostPosted: 06-18-2011 05:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


nearly an hour spent reading this topic and I'm amazed!



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Cool #9
Cool #9
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PostPosted: 06-20-2011 04:16 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Cooperative play is something I may be getting to sometime. While I haven't really looked into this possibility yet, I suspect it's a lot trickier to implement than one would initially assume, but I'm definitely not ruling it out.

I guess an option to make items just sit where they are without rotating is possible. I'll make note of it.

Level secrets counter for score is definitely something I'm going to implement for the next release. Setting intermission music shouldn't be too hard to implement so it has a good chance of getting in the next release as well (edit: Ok, specifying music for the intermission is now implemented through a "scoreboardmusic" key on the worldspawn entity).

I might look into the idea of having bots fight on your side. It should very well be possible, but I'm not sure how much more advanced it would be than simply having a dumb bot shooting at other bots instead of you.




Last edited by Eraser on 06-21-2011 12:47 AM, edited 1 time in total.

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Cool #9
Cool #9
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PostPosted: 06-20-2011 04:28 AM           Profile   Send private message  E-mail  Edit post Reply with quote


In the meantime, I do have some other interesting features.

First of all, it's now possible to have a path_corner for a func_train entity set its wait key to -1. The train will then stop at that path_corner entity and only start moving again when the train is triggered by another entity.

Another thing I've done is add a target2 key which works for all entities that target another entity to activate it, such as triggers but also target_relay or target_delay and more. The target2 key works exactly the same as the target key but simply allows you to specify a second targetname to trigger. On top of this, there's also a new targetname2 key, so it can be targeted by two entities with different targets. Imagine having three doors. Button one could then operate doors one and two and button two could operate doors two and three. Door two would then have a targetname and a targetname2.

Third new thing, and this is pretty cool I think (even though I haven't actually come up with any practical use for it yet) is a new target_modify entity which can change the value of a key of another entity. For instance, you have one button and two doors. Both doors have a different targetname. At first the button targets door 1 and the target_modify. Hitting the button opens the door (and if you give that a wait of -1 it'll stay open) and triggers the target_modify. The target_modify is set up to target the button again and changes the target key of the button to door2. Now if the button is pressed a second time, it'll open door 2.
I'm sure it'll allow for much more complex setups.




Last edited by Eraser on 06-21-2011 04:32 AM, edited 1 time in total.

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Messatsu Ko Jy-ouu
Messatsu Ko Jy-ouu
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PostPosted: 06-20-2011 04:50 AM           Profile   Send private message  E-mail  Edit post Reply with quote


those target_modify's can be used for ingame if-then-else constructions, I reckon




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Trainee
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PostPosted: 06-20-2011 02:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


Started making a map for this today :p
I was wondering how is it with target_score. I remember using it before to give player frags for picking up items,
so would it work here to add score-points like this, or possibly could be modified as new version of this entity to give score-points to player after being triggered?
(also if cg_scorePlums is set to "1" little number of given frags appears for a while after triggered, -this could be better, if possible, set by spawnflag, overriding the setting. Or even more to this -would it be possible to change the visual style of scorePlums)

Also that could be another doom-style thing added to the final scoreboard - x /of/ y items found (and maybe same for enemies killed)




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Cool #9
Cool #9
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PostPosted: 06-20-2011 09:56 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Currently the target_score entity adds points to what's counted as 'carnage' at the end of the level.
Not sure about the score plums, I thought those were completely removed when running in gametype 8.




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Trainee
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PostPosted: 06-21-2011 05:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


Cool, I will definetly use that : )
Well and another thing -about those holdable_keys, would it be possible to specify in trigger_lock if it should remove the holdable_key from player or not?, -so you could actually have one key that opens more locks, that would be especially fitting for those keycards I think.
And also, the backpack feature is really cool, but if player dies in some nasty place like lava/slime/trigger_hurt, it could be hard or even impossible to retrieve it -this could be a problem if there were some (not respawning) keys or other needed items in the backpack. Not sure how this could be solved, maybe if it was possible to have something like trigger_teleport, but only for items...




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Cool #9
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PostPosted: 06-24-2011 01:49 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I've just released version 0.7.1
It contains a very important fix regarding high scores (basically, the entity responsible for comparing your score to the current highscore and saving it would ignore your accuracy and thus end up assuming a lower score than you'd actually have). I thought that would warrant an intermediate release. I also took the oppertunity to include two other minor fixes.

Download from the usual location.

Also, I set up a Twitter feed where I'll write about the latest changes in the mod as they are implemented. I'll probably update that more frequently than this thread so if you're interested in the latest bits of news, or want to know exactly what's implemented for the next version of the mod, keep an eye on that feed.




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Cool #9
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PostPosted: 07-07-2011 03:33 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Hey everyone! The mod is nearing a 0.8 release which I think will be the last release before a true 1.0 release. Before that time though, I'd like to improve some of the assets that come with the mod, most importantly the objectives screen:

Image

This was originally just a placeholder image I whipped up, so if anyone feels like creating a visually more interesting image for this, you're very welcome to do so.

The image above is a .png with an alpha channel in there, so right-click and "save as" to get it to your hard drive. It could be used as a starting point for your own design.

By all means, don't feel restricted by the placeholder image, you can move things around and come up with your own way of displaying things. Just remember that the image shouldn't be larger than 512x256 pixels.

The two empty black boxes at the bottom will show the number of deaths and the current score for the player.




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Insane Quaker
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PostPosted: 07-08-2011 12:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


Oooh.. when I get back my NB i would like to try something - But to fit into whole theme of EntityPlus, do you prefer some "ancient" theme, or modern?




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Cool #9
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PostPosted: 07-08-2011 01:07 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Allright, I've just made version 0.8 available. Here's the full list of changes:

  • [Added] target_modify entity.
  • [Added] target_secret entity.
  • [Added] func_rotating can be started/stopped by targeting it with a trigger.
  • [Added] START_OFF spawnflag to func_rotating.
  • [Added] Added target2 key to a number of entities.
  • [Added] Added targetname2 key to a number of entities.
  • [Added] scoreboardmusic key to worldspawn entity.
  • [Added] path_corner entities can have a wait key of -1 which will halt the train until the train is triggered again.
  • [Added] STONE_DEBRIS spawnflag to target_debrisemitter and func_breakable.
  • [Added] Explosion sound when score is being added up in scoreboard.
  • [Added] Lightning effect to main menu background.
  • [Fixed] Accuracy does not persist across map changes.
  • [Fixed] Players respawning at a spawnpoint targeting a target_remove_powerups that removes all weapons end up holding a Gauntlet.
  • [Fixed] Objective texts of more than 60 characters run outside of the objectives overlay.
  • [Fixed] Objectives updated notification sound does not play if cg_draw2d is set to 0.
  • [Fixed] Highscores are saved to incorrect file when target_mapchange was used.
  • [Fixed] Added missing spawnflags to info_player_start in entities.def.
  • [Changed] From this release forward, multiplayer modes are officially no longer supported.
  • [Changed] target_disable is renamed to target_unlink.
  • [Changed] Shortened fade-in at start of level if no message key was set for the map's worldspawn entity.
  • [Changed] Accuracy is no longer a seperate item in scoreboard and only applies to carnage score.
  • [Changed] Removed team related entities and spawnflags from entities.def.
  • [Changed] Removed FLAGS spawnflag from target_remove_powerups.
  • [Changed] Removed multiplayer option from main menu.
  • [Changed] Removed some multiplayer related settings to the setup menu.

I'll highlight the most important changes.

Multiplayer is no longer supported
Multiplayer game modes are no longer supported. Technically they're still there, in full working order, but a number of the new entityplus entities simply don't work well in multiplayer scenarios. To remove all responsibility of having to support that as well, multiplayer is officially out. It also frees up the possibility of re-using multiplayer related structs in the code which are hardcoded into the engine as well, so in the future, the technical functionality of multiplayer may be gone or degraded as well.

Saving highscores
It appears saving high scores got broken somewhere between the 0.6 and 0.7.1 releases but I should have it fixed for good now. The game would always save the high score to a file named "0.epgame" which is obviously incorrect.

target_modify
The new target_modify entity can be used to change key/value pairs (properties) of entities run-time. This makes it possible, for instance, to have a func_train target a path_corner sequence but, after pressing a button that triggers the target_modify, have the path_corners target a different sequence of path_corners so the train will move through a different path. Another example is to change the target of a trigger or button.

target_secret
There's also the target_secret entity now, which allows you to put secrets into your map. Finding a secret earns the player bonus points which will be displayed on the scoreboard.

target2 and targetname2
All entities that can trigger a different entity or be triggered by another entity can use the target2 and targetname2 keys as well. These are similar to the target and targetname keys. It allows you to set up a trigger that activates two other entities with different targetnames, or have an entity that can be triggered by two triggers with different targets. target/targetname2 and target2/targetname combinations are possible, so an entity with target2 "t1" will activate an entity with a matching targetname, just like an entity with targetname2 "t2" will be activated by an entity with a matching target.

toggling func_trains and func_rotatings
path_corner entities can now have a wait key of -1, so that the train stops moving when it reaches that path_corner. The train starts moving again when it's triggered. A func_rotating can also be triggered to make it stop or resume moving.

target_disable important for mappers!
target_disable has been renamed to target_unlink, so change the value for the classname key on any target_disable entities you have in your map. There still is wrapper code in there which simply translates a target_disable to target_unlink, but that may be removed before the next release.

Like I said before, this is most likely the last version before I get this out of alpha status and I'm releasing a beta 1. That means that between this release and the beta 1 release, a few things might change but after that, it's only bug fixes until I'm putting out a 1.0 release. From that point onward I'll be sure to not break backwards compatibility anymore. So if any one has a really good idea, do tell me as it would be nice to have it in before the beta 1 release (which I expect will be in 2 or 3 weeks).

Download from the usual location.




Last edited by Eraser on 07-08-2011 01:17 AM, edited 3 times in total.

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Cool #9
Cool #9
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PostPosted: 07-08-2011 01:09 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Noruen wrote:
Oooh.. when I get back my NB i would like to try something - But to fit into whole theme of EntityPlus, do you prefer some "ancient" theme, or modern?


That's a tricky question, because players could basically go anywhere with all of this.
I'd say try to keep it ambiguous. Something with rusty iron maybe? So that it looks like it's relatively modern but worn out so it does have an ancient feel to it.




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Insane Quaker
Insane Quaker
Joined: 26 Nov 2009
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PostPosted: 07-08-2011 02:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
Noruen wrote:
Oooh.. when I get back my NB i would like to try something - But to fit into whole theme of EntityPlus, do you prefer some "ancient" theme, or modern?


That's a tricky question, because players could basically go anywhere with all of this.
I'd say try to keep it ambiguous. Something with rusty iron maybe? So that it looks like it's relatively modern but worn out so it does have an ancient feel to it.


Actually like every new shooter?
Your mod... well your game meanwhile... is awesome.




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Insane Quaker
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PostPosted: 07-08-2011 09:14 PM           Profile Send private message  E-mail  Edit post Reply with quote


I`m not sure if it`s because I`m using a different PC (I recently moved) or whatever, but since this new version I get a lot of "PunkBuster: Unable to process Query firefox/iexplorer/etc." warnings, popping up all the time, even though I`m not playing online. It seems even though Multiplayer is disabled PB is still active in some way, and it constantly spits these messages at me and it causes FPS to slow down dramatically. I might look and see if it`s just my PC but I thought I`d give a heads up. Gratz on the new release tho.



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Cool #9
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PostPosted: 07-09-2011 03:03 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Ehm, sounds like something with your PC. Do you get this while running other or no mods as well? Punkbuster can be disabled with \pb_cl_disable by the way.




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Trainee
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PostPosted: 07-12-2011 05:55 PM           Profile Send private message  E-mail  Edit post Reply with quote


So in singleplayer mode you can't see printed messages? I really want to do the old "This door is opened elsewhere..." as well as some other stuff

also just a heads up to anyone who might be stupid like me: you still need to do an .aas compile for your singleplayer maps :tard:

Something else after messing around a bit: Can we get a flag to force a bot to walk rather than run?




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Cool #9
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PostPosted: 07-12-2011 10:54 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Text messages (from target_print and such) should be visible but for some reason they aren't. I'll go and fix this :)
As for making bots walk... I've spend some limited time on getting this to work but I couldn't figure out how to do it. I'll put some more serious effort into this soon.

edit:
I released a new version which includes a fix for the center print messages. It also fixes an original Q3 bug where looping target_speaker entities couldn't be turned off anymore.




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Trainee
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PostPosted: 07-13-2011 04:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


Alright, got some more stuff

-The "nobots" flag seems to be gone from pickups and triggers, so I got bots setting running about trying to pick up crap they can't pick up, setting off target_prints and whatnot on the other side of the level

-When I try to spawn bots with just the gauntlet I get "Error: weapon number out of range" and they have a machinegun anyhow

-It would be pretty sweet to be able to also choose a skin at each botspawn. Maybe even head/torso/legs models




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Cool #9
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PostPosted: 07-13-2011 11:59 PM           Profile   Send private message  E-mail  Edit post Reply with quote


The "nobots" flag is still there on trigger_ entities (it's a key where the value should be set to 1, not a spawnflag). It's gone from items because bots have been changed so they cannot pick up any item. Are they still attracted to them though? In that case, you can still put "nobots" in there, as I only removed it from the entities.def file. It still exists in the game code so technically it still works. I'll have a look at this though.

The error for spawning bots with Gauntlet and them having a machinegun sounds like a bug. I'll see if I can sort that out.

Spawning bots happens through the standard bot adding functionality for Quake 3. If you want a bot with a different skin, you'll have to define new bot files for it. I don't think that allows for specifying seperate head, torso and leg models though. Take a look at the bots.txt file in the scripts folder in pak0.pk3. Search for Gorre in there. You'll see how to define a bot with a specific skin there.




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Recruit
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PostPosted: 07-15-2011 03:37 PM           Profile Send private message  E-mail  Edit post Reply with quote


In order to make bots walk, set CHARACTERISTIC_WALKER to 0.5 or higher in the bot character file. Alternatively, you can clamp the forward and right values of the bot's usercommands to +-64 at the end of BotInputToUserCommand().




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axbaby
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PostPosted: 07-23-2011 11:14 PM           Profile Send private message  E-mail  Edit post Reply with quote


static bots .. used as snipers, guards.

model entities .. so they can glow, emit light, can act as a trigger when shot etc

earthquake entity .. un-possible?

if you can adjust gravity , can you temporarily reduce time .. like the Matrix



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Veteran
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PostPosted: 07-24-2011 01:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


axbaby wrote:
earthquake entity .. un-possible?

Already implemented.



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Trainee
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PostPosted: 07-24-2011 01:07 PM           Profile Send private message  E-mail  Edit post Reply with quote


I think you could make a static bot by having them spawn in a bit of botclip.

Here are some more issues I have found:

-Bots seem to always face 0 degrees when they spawn, regardless of the botspawn orientation
-If you take the player's gauntlet with a target_removepowerups or whatever and then give it back, it won't animate correctly
-The machine gun does not have a barrel if you spawn it as a pickup




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Commander
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PostPosted: 07-28-2011 08:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


I'm the only one who have problems to spawn a bot with only gauntlet? I haven't checked any spawnflags and also tried to set spawnflags to 1 but nothing works.
Btw I've had a lot of problems to find an updated version of BSPC and I wonder why, because it's an important tool, is there another program or way to make the aas file? If not, could someone tell me a link or website which has BSPC?

About EntityPlus, a future improvement could be targeting more of two targets just writing the target's names in a single line separated by commas.




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Cool #9
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PostPosted: 08-08-2011 06:54 AM           Profile   Send private message  E-mail  Edit post Reply with quote


nick lol wrote:
I think you could make a static bot by having them spawn in a bit of botclip.

Here are some more issues I have found:

-Bots seem to always face 0 degrees when they spawn, regardless of the botspawn orientation
-If you take the player's gauntlet with a target_removepowerups or whatever and then give it back, it won't animate correctly
-The machine gun does not have a barrel if you spawn it as a pickup


Thanks for the info. I've added your first two issues to the list of issues on the project page (issues 92 and 93). The machine gun missing its barrel is how it always has been in vanilla Quake 3. Not sure if I can just easily fix that.




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Cool #9
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PostPosted: 08-08-2011 06:57 AM           Profile   Send private message  E-mail  Edit post Reply with quote


UglyFoot wrote:
I'm the only one who have problems to spawn a bot with only gauntlet? I haven't checked any spawnflags and also tried to set spawnflags to 1 but nothing works.


A few posts up someone reports error messages being displayed in the console when trying to do just that. Are you experiencing the same problem?

UglyFoot wrote:
Btw I've had a lot of problems to find an updated version of BSPC and I wonder why, because it's an important tool, is there another program or way to make the aas file? If not, could someone tell me a link or website which has BSPC?


I have no idea if there's an updated version of BSPC, at least, nothing official. I only know that misantropia has the bspc sourcecode available here, but I'm not sure what he's changed (if anything) and you have to build that yourself.

UglyFoot wrote:
About EntityPlus, a future improvement could be targeting more of two targets just writing the target's names in a single line separated by commas.


That's already possible by using both the target and target2 keys.




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Commander
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PostPosted: 08-08-2011 04:00 PM           Profile Send private message  E-mail  Edit post Reply with quote


Yes, its the same error message.




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Recruit
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PostPosted: 08-08-2011 11:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


nice mod, keep it up! :up:




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 42634
PostPosted: 08-09-2011 04:21 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Ok, I've fixed the problem with spawning bots with only a gauntlet. The console errors no longer appear and they properly spawn with just a gauntlet now.

I also fixed the problem with picking up a Gauntlet after it has been removed with target_remove_powerups, so that works properly again.




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