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Posted: Thu Oct 21, 2010 5:41 pm
by UFIA
goldenboy, that's exactly how I had it, still no go.
Also where can I get qwprogs.dat, Xavier? It's not in /qw
Posted: Thu Oct 21, 2010 5:50 pm
by UFIA
Do I have to add a special ent file to Worldcraft to make it work? This is driving me crazy
Posted: Thu Oct 21, 2010 5:57 pm
by UFIA
Posted: Thu Oct 21, 2010 6:02 pm
by Spirit
Unless those textures are scaled up, there is not enough room for the player.
I am not sure what dimension the player model's bounding box has, 32? It could work if you remove that stone part in the upper right of the image.
Posted: Thu Oct 21, 2010 6:26 pm
by goldenboy
The setup looks correct. That should work if the trigger is turned into a func_ladder.
What Spirit said - the player's bounding box needs to fit through any gaps on the way. The player fits / falls through any holes bigger than 32x32, and horizontally a door must be taller than 56 units for the player to walk through.
-> Make sure there is enough room in the vicinity of the ladder for the player to move uninhibited.
Another thing. The ladder code I know (Quoth/ExtrasR4/RemakeQuake) requires that an "angle" key be set in the func_ladder. Maybe that is the same with this mod?
Select your func_ladder. Go to the entity window/inspector. Add a key "angle" with a value between 0 and 360.
The correct value is the direction the player must face to climb the ladder (Extras/RMQ) or the direction away from the ladder (Quoth). Try both of those.
"Angle" will be one of 90, 180, 270 or 360, if your ladder is facing in a cardinal direction (it looks like that).
Also, do other ladders work (ie other maps)?
Did you correctly do this: Select the trigger brush, then create a func_ladder (ie "turn the trigger brush into a func_ladder")?
Posted: Thu Oct 21, 2010 6:30 pm
by UFIA
Spirit wrote:Unless those textures are scaled up, there is not enough room for the player.
I am not sure what dimension the player model's bounding box has, 32? It could work if you remove that stone part in the upper right of the image.
Tried it, no go.
Posted: Thu Oct 21, 2010 6:37 pm
by UFIA
goldenboy wrote:The setup looks correct. That should work if the trigger is turned into a func_ladder.
What Spirit said - the player's bounding box needs to fit through any gaps on the way. The player fits / falls through any holes bigger than 32x32, and horizontally a door must be taller than 56 units for the player to walk through.
-> Make sure there is enough room in the vicinity of the ladder for the player to move uninhibited.
Another thing. The ladder code I know (Quoth/ExtrasR4/RemakeQuake) requires that an "angle" key be set in the func_ladder. Maybe that is the same with this mod?
Select your func_ladder. Go to the entity window/inspector. Add a key "angle" with a value between 0 and 360.
The correct value is the direction the player must face to climb the ladder (Extras/RMQ) or the direction away from the ladder (Quoth). Try both of those.
"Angle" will be one of 90, 180, 270 or 360, if your ladder is facing in a cardinal direction (it looks like that).
Also, do other ladders work (ie other maps)?
Did you correctly do this: Select the trigger brush, then create a func_ladder (ie "turn the trigger brush into a func_ladder")?
No go.
http://www.arsecancer.net/dl/test.map
Posted: Thu Oct 21, 2010 6:40 pm
by goldenboy
The .map file looks correct. You tried 90, 180, 270 and 360?
Which mod are you mapping for? Link?
Link to .def or .fgd file?
Posted: Thu Oct 21, 2010 6:44 pm
by UFIA
http://www.arsecancer.net/dl/quake-defs-by-czg.fgd
Right now its just a test map to figure all this shit out, but eventually its gonna be a TF coop map
Posted: Thu Oct 21, 2010 7:00 pm
by goldenboy
http://www.quaketastic.com/upload/files ... ladder.zip
This ladder works for me in RemakeQuake. It's also the usual way to set them up (except the angle field is sometimes different). That doesn't mean it'll work in MegaTF Coop, though.
FGD: I need the fgd for MegaTF Coop then. The normal Quake fgd doesn't have a func_ladder in it, correct? I hope you're testing the map under MegaTF Coop?
Avirox, is this man's func_ladder setup correctly for TF?
Posted: Thu Oct 21, 2010 7:07 pm
by frag.machine
I wonder if one could emulate a small ladder using a thin trigger_push along the ladder and angle = -1. I'll test it later.
Posted: Thu Oct 21, 2010 7:38 pm
by goldenboy
That might work. It'll make the windtunnel sound though, I guess.
Posted: Thu Oct 21, 2010 7:57 pm
by UFIA
frag.machine wrote:I wonder if one could emulate a small ladder using a thin trigger_push along the ladder and angle = -1. I'll test it later.
It works but not very well
Posted: Thu Oct 21, 2010 8:20 pm
by UFIA
goldenboy wrote:http://www.quaketastic.com/upload/files ... ladder.zip
This ladder works for me in RemakeQuake. It's also the usual way to set them up (except the angle field is sometimes different). That doesn't mean it'll work in MegaTF Coop, though.
FGD: I need the fgd for MegaTF Coop then. The normal Quake fgd doesn't have a func_ladder in it, correct? I hope you're testing the map under MegaTF Coop?
Avirox, is this man's func_ladder setup correctly for TF?
funcladder.map didnt work either. Im missing something...
Ok when I run it I get the following msgs in console
no spawn function for: classname: info_tfdetect
no spawn function for : classname info_player_teamspawn
Posted: Thu Oct 21, 2010 8:50 pm
by goldenboy
Is the engine running the mod? Did you use -game whatever on the commandline?
Did you make a folder like Quake\MegaTF and put that qwprogs.dat Avirox gave you in there?
http://www.quaketastic.com/upload/files ... ladder.zip
That is a ladder made from clip brushes, btw.