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Thread: Boktor's Project

  1. #61

    Re: Boktor's Project

    Boktor,

    You can see those yellow squares on the SDK, then you can select then, press "n" (to open entity properties) and see if its an important thing or just trash. I believe you can delete then, but firstly is a good thing to see what it is ("n")... May be its something you lost many days ago, to be finding now...

    The "yellow" square behavior can be some missing key, like a missing model key.
    http://www.youtube.com/user/DonnovanBRA Donnovan Youtube Channel.
    http://code.google.com/p/glory-of-the-weak Map Glory of the Weak on Google Code.
    https://twitter.com/DonnovanBR Donnovan Twitter

  2. #62

    Re: Boktor's Project

    Quote Originally Posted by Donnovan View Post
    Boktor,

    You can see those yellow squares on the SDK, then you can select then, press "n" (to open entity properties) and see if its an important thing or just trash. I believe you can delete then, but firstly is a good thing to see what it is ("n")... May be its something you lost many days ago, to be finding now...

    The "yellow" square behavior can be some missing key, like a missing model key.
    Hmm I'm not at my computer right now, but I don't think the yellow cubes showed up in the SDK. They definitely started showing up after I created the objective though, and only in-game. Strange, but I'll find out when I am able to get check tomorrow.
    EDIT: The cubes do not show up in the SDK. Only in-game.

    Quote Originally Posted by light_sh4v0r View Post
    You might want to put that thing in some spotlights, or people will just walk by it thinking it's just a crate
    Yes haha. That's just a test. The actual objective will be much bigger and well-lit.
    Last edited by Boktor; 23rd Feb 2012 at 05:01.

  3. #63

    Re: Boktor's Project

    Quote Originally Posted by Boktor View Post
    Hmm I'm not at my computer right now, but I don't think the yellow cubes showed up in the SDK. They definitely started showing up after I created the objective though, and only in-game. Strange, but I'll find out when I am able to get check tomorrow.
    EDIT: The cubes do not show up in the SDK. Only in-game.
    Like Donnovan I would guess you added some entities without models by accident, they can be hard to find in the editor but try this: Create a select box around that area and select all within bounds. Hopefully those entities should be highlighted and more visible, so you can delete them. Or just unselect the "known" objects and then delete the rest.

  4. #64

    Re: Boktor's Project

    Looks like the mystery cubes somehow came from the trigger_noplant and gameplay_destructible_trigger entities. I think maybe they had a bad model on them. I just re-did them and it worked but I didn't check. I don't know why there were 3 though... Anyway they're gone now so problem solved

    I was wondering, why can't I see my .world files in my regular file browser, only in the SDK browser? I've got a bunch of trash .world files that I don't know how to delete.
    Last edited by Boktor; 23rd Feb 2012 at 22:45.

  5. #65

    Re: Boktor's Project

    Quick question, can't find this in the wiki:
    How do I set my own object_name and task_name for an objective?

  6. #66

    Re: Boktor's Project

    Ok, I've got two objectives and they work fairly well right now.


    I guess it's pretty much playable right now.

    There are still some issues though. The game doesn't end when they blow up (I think it has to do with this warning message about "failing to localize complete_obj_generic") Also, there's no objective bar showing the time remaining on a planted charge. A message comes up saying "Player has planted a charge on objective." but you can't tell which objective. Engineers still get an icon showing where it is though, so it won't be a huge problem for a play test in the veeery near future

  7. #67
    Wolf:MP BackSnip3's Avatar
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    Re: Boktor's Project

    Quote Originally Posted by Boktor View Post
    I was wondering, why can't I see my .world files in my regular file browser, only in the SDK browser? I've got a bunch of trash .world files that I don't know how to delete.
    Maybe you have changed your path for saving but still got mod files inside your sdk. If your files aren't in your saving path they are in the sdk folders.
    Quote Originally Posted by tomv8 View Post
    omg u genius ty
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  8. #68

    Re: Boktor's Project

    Quote Originally Posted by Boktor View Post
    Ok, I've got two objectives and they work fairly well right now.


    I guess it's pretty much playable right now.

    There are still some issues though. The game doesn't end when they blow up (I think it has to do with this warning message about "failing to localize complete_obj_generic") Also, there's no objective bar showing the time remaining on a planted charge. A message comes up saying "Player has planted a charge on objective." but you can't tell which objective. Engineers still get an icon showing where it is though, so it won't be a huge problem for a play test in the veeery near future
    yay

    It sounds like it's not recognized as a primary objective. This is maybe not enough, but try to add the key "objective_index" with the value 1 (if this is the second objective) to the destructible entity, and see if that help a bit.

    Edit: you can mostly ignore the localization warnings, not related to this problem - they can be fixed later.

  9. #69

    Re: Boktor's Project

    Very cool screen shots!
    http://www.youtube.com/user/DonnovanBRA Donnovan Youtube Channel.
    http://code.google.com/p/glory-of-the-weak Map Glory of the Weak on Google Code.
    https://twitter.com/DonnovanBR Donnovan Twitter

  10. #70

    Re: Boktor's Project

    Quote Originally Posted by Scrupus View Post
    yay

    It sounds like it's not recognized as a primary objective. This is maybe not enough, but try to add the key "objective_index" with the value 1 (if this is the second objective) to the destructible entity, and see if that help a bit.

    Edit: you can mostly ignore the localization warnings, not related to this problem - they can be fixed later.
    No I don't think the problem is with the "objective_index" key

    I've been looking at the objectives.world and script for Refinery. The dual destructible objectives at the end use two different objective_index values (2 and 3 I believe) even though they are sort of the same objective. So following this I have my objectives set to 0 and 1, but I still have some problems, such as the game not ending when they are destroyed, and no timer.

    Even when I tested one objective with "objective_index" set to 0 I still had these issues.

  11. #71
    Headshot to the knee Ashog's Avatar
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    Re: Boktor's Project

    so when is release of alpha?
    Win7/i7-6700K/NoctuaNH-D14/G.Skill-4x4GB-DDR4-3200/MSI-GTX980Ti-Gaming-6G/Asus-z97-RoG-MaximusVIII-Ranger/Corsair550D/2xSamsungSSD/WD-green-HDD/G502/G510/BENQXL2411T


  12. #72

    Re: Boktor's Project



    I just started my spring break, so I will have plenty of time this and next week for tidying up the objectives and other things.

    It's pretty much ready for tests now though. Unfortunately I know nothing about exporting(?) the map for playing in a server. Can anyone give advice about this?

  13. #73
    Tbaggin since the 90's Apples's Avatar
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    Re: Boktor's Project

    Isnt spring break about beers and boobies?
    Light Shavor - I'm LighT_Sh4v0r, and as you can see <-- I am mostly useless
    tokamak - So you really brought up your girl to respond to a question asked by a bot?
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  14. #74

    Re: Boktor's Project

    Keep the screenshots coming

  15. #75

    Re: Boktor's Project

    Quote Originally Posted by Apples View Post
    Isnt spring break about beers and boobies?
    ETQW beer and boobies mod is next

  16. #76

    Question Re: Boktor's Project

    I want to verify is my map folder looks correct:

    The (test) map name is techbuster_obj. Inside the folder is:

    3 folders: mapinfo, maps, script
    pakmeta.conf

    inside mapinfo: techbuster_obj.md
    inside maps: all the map stuff
    inside script: map.script, techbuster_obj.script




    What I am mostly confused about here is what goes in \maps\. To compare I see Chris' Maridia \maps\ contains:
    • .cmb
    • .entities
    • .entitynames
    • .procb



    I just copy-pasted all the files that the SDK generates for the references and the world that puts them together:
    • .autosave (obviously I don't include this but I'm listing everything)
    • .bot_entities
    • .cm
    • .cmb
    • .entities
    • .lin (only 1 reference has one. ???)
    • .procb
    • .world


    I'm confused as to what role each file plays and what is essential. I'm also confused about what the fate of references is on map release.
    Help
    Last edited by Boktor; 28th Mar 2012 at 01:19.

  17. #77

    Re: Boktor's Project

    You don't need to include references, or any .world source files, it's all baked into the .procb (geometry) and all the other compiler created files. You would need to include models, though.

    Also: all the other maps have in script only map.script, and then you would have script/maps/techbuster_obj.script, but i think that depends on the script path somewhere. So if your map script works, it's ok.

    For the rest, Donnovan must know everything with all the mapping he does lately
    ETQW for ever! - Custom Map Nirvana

  18. #78

    Re: Boktor's Project

    Creating the pk4 is right royal pain in the arse.

    all I can suggest is looking at existing pk4s and looking at the following files:

    addon.conf
    /mapinfo/mapname.md
    /script/map.script
    /script/maps/mapname.script

    Each of these files reference the other, the addon.conf defines the mapinfo file, the mapinfo points to mapname.script and the map.script makes sure the mapname.script gets loaded. If these don't match up the map wont load properly. Afaik there are no tutorials available for all this anymore, they were all on the old forums, the stuff in the wiki is slightly dated from memory.

    ETQW Mediocre Club

  19. #79

    Re: Boktor's Project

    I should dig out post my map wizard, it creates all the folders and stuff for you in the right places.

  20. #80

    Re: Boktor's Project

    Thanks, guys. This helps a lot.
    Still working on the script... script syntax highlighters are a life-saver.

    If things go slowly blame multivariable calculus.

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