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NAB622

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  1. I think I got my wires crossed somewhere, let me make sure......narshadaa is your map, and secbase is the sample you are using?
  2. I got Radiant set up correctly now, so I can see what's going on a little better. Let me make sure I understand this all correctly: trigger_once | V +--------------------+----------------------+ | | | V V V target_activate target_scriptrunner misc_model_breakable | V trigger_once (To end the level) From what I can see, the misc_model_breakable will not work as configured. The issue is with the spawnflags. Remove the USE_NOT_BREAK flag (Or set spawnflags to 56). The documentation is a bit ambiguous because both firing an entity by targetname, and a player "Using" an entity, are both referred to in the documentation as "Using" the entity. Bearing in mind that "Using" the entity likely refers to the entity being fired by targetname in this instance, here are the relevant bits in the misc_model_breakable documentation, emphasis in red: In your case, both of these options are set. I believe they are canceling each other out, which prevents the misc_model_breakable from working as desired. If anything else is not working, test it in-game with debug messages on (In the console, type developer 2 to turn them on). It should be fairly easy to see what parts are not working from there.
  3. Sorry, got sidetracked and forgot to respond. It's been ages since I played Jedi Outcast, and I never looked into SP mapping. Someone else would have to chime in on how that stuff works. All I can tell you is that I don't see anything being triggered directly by the misc_model_breakable. I also don't have Radiant set up properly, since I no longer have a workflow for JA, so I'm having a hard time seeing anything. Here's what I see on the misc_model_breakable on the Nar Shadaa map: On Secbase, here's what I see on the trigger_once: And here's the misc_model_breakable: In Secbase, you have it set up such that the trigger_once is firing both the misc_model_breakable and the target_scriptrunner. When you activate the trigger, what happens? Specifically, does the script run? The misc_model_breakable should destroy itself when the trigger is activated, but I don't know anything about that particular entity, since I've never used it before.
  4. The misc_model_breakable entity appears to be SP only, and I am used to MP mapping, so I don't actually know much about it. That being said, I did notice a few things. Most importantly, neither of the misc_model_breakable entities is actually firing anything. I don't know exactly what is causing Nar Shadaa to trigger a level objective, but it is definitely not that. In secbase, there is a targetname and a script_targetname on the misc_model_breakable, but both of these are for triggering things on the misc_model_breakable, not for causing some other effect. That said, if you remove the targetname, it should behave normally again. According to the entity definition: This implies that the presence of a targetname will disable the player from "Using" the entity in game.
  5. All right, I got the files. I have the level open, but I need to know which entity I am looking for exactly. Can you provide any screenshots, entity details, or an entity number to guide me to what you're looking at?
  6. My username here, at Gmail.
  7. I've never worked with single player maps before, so any answer I give is speculation. My first thought is, it is possible there is a script or some other entity triggering the objective. I would have to see the entity configuration, and possibly the map in question, to be able to tell.
  8. Misc_model_breakable is a damage-based entity. The way you have it configured, you need to destroy it to activate it. I do not know how single player entities work exactly, but I believe there is func_usable or func_button, try one of those. I do not know how to make it trigger a level objective, but one of those should at least get you started on the right track.
  9. I'm assuming you're making a singleplayer map? Can you be more specific about what's going on? What entity is the object/trigger, and what parameters do you have on it?
  10. Before getting too deep, I'm going to cover the obvious issue first, just to be absolutely sure. The width and height of your texture must be a power of 2: 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, etc. I get the feeling you already know that, but it's easy to miss. Also, if you're using a JPG, make sure you are not saving it as "Progressive", these images are intended for web browsers and are not compatible with JA. I have a bit more time now, I'm going to dissect your original post a bit... When you say no change, do you mean it is broken both ways? And what files did you use from the game assets? That makes sense, because the game tried to load a JPG file as a TGA. Using the wrong parser on code as fragile as JA could certainly cause a crash. Nah, this isn't a code issue. I do recall the game being very picky about the textures used in effects, or maybe I was just new to it myself at the time. But changes are certainly possible, so I don't think the code will hold your answer. This behavior is correct. According to the Q3 shader manual, cull disable and cull none are synonymous with each other: https://icculus.org/gtkradiant/documentation/Q3AShader_Manual/ch02/pg2_1.htm#cull For some reason, JA added a third option called twosided, which is also synonymous with the other two. They all do the same thing. This is also correct behavior, JA will try all valid file extensions on its own. Unfortunately, I don't know anything about .sab files, so I won't be much help with this.
  11. Start a new copy of the game, then type /developer 1 in the game console. Load a map, then look through the console's history to see if there are any errors relating to your problem. It should tell you what's wrong, but the message might be buried.
  12. I believe the heartbeat is how your server reports to the master servers. If there is no heartbeat, it will not show up. Either you have no master servers specified in your config, or your game server failed to start. Yes. As long as you have decent hardware, you can do this without issue. On a lesser computer, you may want to restrict it to testing only, to prevent the server from getting choppy for other players. It's not the end of the world, but Wi-Fi adds some extra latency, and it gets much worse when the signal gets weak. By all means, use whatever you have, but if you can use a wired connection, it's a great idea.
  13. It's been forever since I ran a JA server, so I'm probably no help, but...if you leave the server running for several minutes, do you see any heartbeat messages? What server(s) are they being sent to?
  14. It's been a while, but I think they do that when you take their weapons.
  15. Yeah, if it was a hardware failure you'd see it in all kinds of things, not just JA. Has to be some weird software issue. Try a BIOS update, too. Some AMD graphics cards don't work correctly without one. Probably unrelated, but who knows.
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