

ad notbot issue: I believe that in an old map of mine I managed to get that thing working? Whatever, how about experimenting a bit with the botdonotenter clip to seal off specific areas? Would this help in any way?
monaster wrote:The MOD's getting along pretty well, if only I had had time to take part in the test and suggest phase during the last 17 pages of this wonderful thread.Nevertheless: Definitely a
MOD
This is a strange issue indeed, and I've done some testing now and found the reason why I missed this issue when testing my map. When I test my map, I was using a shortcut. The shortcut runs quake.exe directly with some parameters, such as: sv_pure 0, g_gametype 8, devmap, etc.tehSandwich wrote:I cannot go pass the open door after the fight against Anarki.
I added "nobots" because I assumed bots would trigger doors--even though it was not shown in the entity defs--I added it anyways. : )Eraser wrote:Looks like there's some clip bru... ... For some reason though, there is a "nobots" key on that invisible door. ... ...
I'm not so sure though if the issue is my map--or more specifically the unnecessary "nobots" property, which I assume could be ignored by the mod's programming.This key was introduced in v1.1 and prevents bots from opening the door, so now suddenly the invisible door refuses to open.
hmm. interesting.This key was introduced in v1.1 and prevents bots from opening the door, so now suddenly the invisible door refuses to open.?
This is indeed possible in vanilla Q3 but you will have to make sure you got the latest patch (1.32b) release. Most of the effects I did in my Forever map used the TA shader swapping feature. I also released the source files of the map if you want examples (http://www.simonoc.com/pages/design/map ... source.htm) Remember to use editor filters and camera clipping so you can move around the source map easily.Bliccer wrote:Is there some way in your mod to deactivate some kind of shader after 3 seconds? Let's say a monitor starts a movie and afterwards it should turn itself off and can't be turned on again? Or is it already possible in q3a?
The shader swap function does not work correctly with lightmap stages and causing fullbright and/or visual corruptions. Split the light stage into a different shader so the swapping only affects the texture stage and layer them on top of each in the editor. I had this problem with my forever map and solved it by splitting the shaders. Also the shader swap feature does not reset back to original state when the player dies or respawns which could cause problems with visual clues or progress in a SP environment.Eraser wrote:Yeah it works but I've never got it to work reliably myself. Shaders do swap but afterwards, there is often some weird graphical artifact, like weird colors on the new shader.
The problem with resetting shaders at the beginning of a map reload is that you can cause the client command line to over run and crash the game. (1024 chars is the limit) The TA shader swap feature always seemed like an engine hack to me and not something that can be done on a larger scale. Ideally there should be a new feature created for this, maybe Eraser could code something better?obsidian wrote:I was searching for our PM discussion about this problem for "Forever" and you beat me to it. Perhaps the player spawn could trigger a relay which resets the original shader state might work to solve the respawn problem?
Code: Select all
qer_editorimage textures/common/black_nodraw.tga
surfaceparm nomarks
surfaceparm trans
{
map textures/common/black_nodraw.tga
blendFunc GL_ONE GL_ONE
rgbGen const ( 0 0 0 )
}
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// ----------------------------------------------------------------------
// Stuff to remap (sits on top of background)
textures/moteof/trlit_on
{
qer_editorimage textures/moteof/switch_on.tga
surfaceparm nomarks
surfaceparm trans
{
map textures/moteof/switch_blend.tga
blendfunc GL_ONE GL_ONE
rgbGen wave sin .8 .3 0 0.25
}
}
// ----------------------------------------------------------------------
// Background + lightmap shader (base)
textures/moteof/trlit_background
{
qer_editorimage textures/moteof/switch_background.tga
surfaceparm nomarks
surfaceparm trans
{
map $lightmap
rgbGen identity
}
{
map textures/moteof/switch_background.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}