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NAB622

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Everything posted by NAB622

  1. If that is the path that is listed in Radiant, it is giving you the wrong path. It needs to be relative to the base folder. Here's an example sound from a trigger_multiple entity: key: noise value: sound/movers/switches/switch2.mp3 If you change your path accordingly, the sound file should load.
  2. Interesting. What is the exact path of the sound, as listed in Radiant? Or, better yet, do you have a test PK3 I could look at?
  3. When you try to play the sound (Or maybe when the map loads), an error should be listed in the game console - do you see one by chance? I ask because two reasons - some versions of Radiant will give you a corrupt/incorrect path when you add a sound using this method. It might be worth manually checking to be sure it has the right path. Second, wav files need to be mono, and I think they need to be a specific bit depth and sample rate too, but I could be wrong on that. Either way, the console should have an error that tells you what is wrong.
  4. How did you attach the sound to the door? Also, what format is the file?
  5. All right, I'm actually on my computer now, so I can give a proper answer. This only applies to getting data from a single game server - if you're looking to get a list of server addresses, that is beyond my knowledge, but I know it isn't hard. I believe JKHub runs a master server you can use for that. Anyhow, for individual server data, here's what ParaTracker does... Make sure you're using UDP for the connection, Q3 servers have no idea what TCP is. When tracking a server, ParaTracker creates a getstatus query with the following code: str_repeat(chr(255),4) . chr(02) . "getstatus\n" Basically, this boils down to: Four chr(255), followed by a single chr(2), the string "getstatus", and a line break. (There are other working methods, but I found that this method gives maximum compatibility across different games. For instance, Nexuiz Classic does not like this method, so I believe you have to remove the chr(2) for it to work). The final string should look like this: ÿÿÿÿgetstatus Send that command to the game server of your choice over UDP. If you are using Javascript/node.js, you will need to wrap the string with Buffer.from() before sending it. If all went well, you will receive a text dump that looks something like this: ÿÿÿÿstatusResponse \version\JAmp: v1.0.1.0 linux-x86_64 Oct 20 2020\v\2.6B1\timelimit\0\sv_privateClients\0\sv_minRate\0\sv_minPing\0\sv_maxclients\16\sv_maxRate\0\sv_maxPing\0\sv_hostname\^1Parabolic ^9[^8ja.dogi.us^9]\sv_fps\60\sv_floodProtectSlow\1\sv_floodProtect\0\sv_autoDemo\0\sv_allowDownload\1\ssf\5F\protocol\26\pmove_overbounce\1\mapname\sithcouncilv2\jp_gripSpeedScale\0.4\jp_cinfo\32\japp_version\JA++, 64 bits, May 30 2019, 78feacf\japp_unlagged\0\gamename\JA+ Mod v2.6 B1\g_weaponDisable\0\g_stepSlideFix\1\g_siegeTeamSwitch\1\g_siegeTeam2\none\g_siegeTeam1\none\g_siegeRespawn\20\g_showDuelHealths\0\g_saberLocking\1\g_privateDuel\1\g_noSpecMove\0\g_needpass\0\g_maxHolocronCarry\3\g_maxForceRank\7\g_jediVmerc\0\g_gametype\0\g_forcePowerDisable\0\g_forceBasedTeams\0\g_duelWeaponDisable\1\g_debugMelee\0\fraglimit\500000\duel_fraglimit\10\dmflags\0\capturelimit\5\bot_minplayers\0\bg_fighterAltControl\0 22 132 "TIPO" 0 0 "^0w^7S^0w^1|^0e^7V^0ilkill^7E^0" 2 0 "^1s^0|^7papa" 0 0 "^0D^7|^0S J^7o^0n^7e^0s" 0 0 "^0one^1.^7conker" 3 0 "^5-^0a^5-^7illumi^5na" 0 0 "^0cK ^7inmojo*" 12 0 "^2KiH^4.^7FeTTe^7" 9 0 "^0w^7S^0w^1|^0l^7a^0ws^1_^769" 1 0 "^1-^0Tv^1-^7doNka" 9 0 "^4iN^3-^7SoD^3!" 8 0 "^0-^7o^2p^7p H^2y^7drO^0-" The first line is four chr(255), followed by a string telling you what the server is sending you (statusResponse). The second line is all the CVars, delimited with backslashes like so: \variable\value After a line break, the player info begins. There is a line break between each player's info, the data is delimited with spaces, and player names are in quotes: score ping team(Only appears if teams are applicable) "name" One other important thing to note, is that Q3 games use ANSI encoding, not ASCII or Unicode. It would be a good idea to convert the data to Unicode if you're putting it on a web page. Good luck!
  6. If you're outside the game, you can send a /getstatus request to each server to get the info. I believe this has to be prefaced by hexadecimal FF first (Not sure on that part, it's been a long time). Alternatively, I run an open source PHP game tracker, feel free to use it. https://pt.dogi.us
  7. NAB622

    q3map2

    The latest official q3map2 release should be packaged with the Radiant 1.6 installer. Install that, grab q3map2 out of it, then uninstall Radiant 1.6.
  8. The method I described works on the player model only. I was under the impression that is what fullkevlar was asking about. If you've ever played Taspir Power Complex V3 and entered the control room, there are buttons that change the size of the players pressing them, so it does work, at least in MP. Anything else, I have no idea.
  9. Yes. I think you're looking for SET_MODELSCALE (I don't remember the exact name of the variable). To accomplish it, you will need to use a to target_scriptrunner to fire the script, and you will have to check the runOnActivator flag. When the player fires the script, it will trigger the changes to take place directly on the player.
  10. Sorry it took me so long to respond! I try to grab questions about Radiant right away. I do not have netRadiant, but I just checked my branch of Radiant, and putting an endcap on a bevel is bugged, so it's probably bugged in all versions of Radiant. My best suggestion is to try and build the end cap manually. If you're interested in any further assistance, post a .map file with the patch and I can at least look at it and see if there's anything else going on.
  11. There is only one stage in your shader, and it has a blendFunc. This is blending the texture into what's behind it. If the void is behind it, you'll get the hall of mirrors. To fix it, you need another stage without a blendFunc as the first stage of your shader.
  12. I believe entity modding might accomplish what you're looking for, although I don't know how to do it. If you're just looking for a quick music change, type /music <file path> in the console at any time.
  13. Just a small update. I am still not back to this yet - I have multiple other coding projects going on, so I'm a tad overwhelmed. The big problem is that my largest and most important project is taking place on another computer, and it is impossible to work on both that one and my personal computer. Worse still, the big project cannot wait, so I have to do it first. I will get back to Radiant, I just need a few more months to sort out the boatloads of other stuff!
  14. Try disabling the win32 dialog, too. If that doesn't work, I'm out of ideas. You might be able to copy and paste your work into a different version of Radiant and save from there, but that's a long shot.
  15. A few things I would try. First, make sure you are not using "Save Selected". If that fails, create an empty text file in your base/maps folder, rename it to <yourMapName>.map, and try to save over it in radiant. If all else fails, go into Radiant's preferences, find and toggle the "Use Win32 dialog box" setting, then try saving again to see if that works.
  16. Is this for singleplayer or multiplayer? Scripts are basically barely implemented in multiplayer. I'd say it's very likely that you simply can't do that to the player. Scripts aren't meant to be used on the player, especially if this is for multiplayer. I believe you can set the player's weapon to not draw on the screen in first person, although they can still fire it, if that's any help. It's been forever since I touched scripts, so I might be wrong.
  17. Currently working on ParaTracker 1.5. I have implemented a DDOS protection measure for users to use (Just for the tracker, it doesn't protect the game server!), although I am far from ready for the public to use it at this time. I need to create a way for users to prove ownership of their servers. I'm going to try this with two methods: The user can type their RCON password into ParaTracker, and ParaTracker will send a junk RCON command to the server to see if the password is correct. Alternatively, the user can set a CVAR to a value requested by ParaTracker, and ParaTracker will accept that as proof of ownership. (For those with trust issues, because I absolutely understand) Anyhow! Until that is done, I'm also working on a much-requested feature as well. Many users requested that ParaTracker have the ability to display a list of the tracked servers. I finally broke down and figured out what I needed to change, and am working on it now. It should be done within a day or two, and then I'll go back to the other stuff. Currently, I still have to change the visuals a lot here, but it's by far the best looking server status list I've seen. Here's what it looks like right now: https://pt.dogi.us/utilities/ServerList.php This page is also available from the setup page if you click on the game names at the top. https://pt.dogi.us
  18. I can answer this. Texture resolution is not really an issue - there is nothing wrong with high resolution textures, as long as each dimension is a power of 2. (1024, 2048, 4096, 8192, etc). Most people just don't make them that large out of habit. As for polycounts, the game is running an old version of OpenGL (1.1 I believe), which can't handle that much geometry without getting highly bogged down. Without a full rewrite of the renderer in a newer version of OpenGL, this will not change.
  19. If it helps, make a fresh install of the game in a different location to be used for editing only. It helps a lot with conflicts and makes a cleaner workspace.
  20. I had chosen to pass on this, mostly because I don't need more stuff laying around. I wish I had gotten them for two reasons - the posters would be wonderfully tacky on my wall, and I did not think the USB drives would have an EXE installer. Regardless - neato!
  21. Think of each face of an areaportal brush as sealing areas off from each other. The correct way to use an areaportal is to texture the entire brush with system/skip, and then on one face of the brush that will completely separate both areas, texture it with system/areaportal. If you texture all sides of a brush with system/areaportal, it will create a void the size of the brush, and when the player steps inside it, all entities will disappear. I don't know if that's related to your disappearing wall issue, but it's certainly something to try. Gotta make sure everything is right before continuing. Also: I found the other thread I had mentioned. It's one of your older threads, apparently: https://jkhub.org/forums/topic/11762-strange-map-leak-on-one-wall-of-map
  22. Does that wall surface z-fight with any other brushes in Radiant? If it does not, I think this is a q3map2 bug. Your map is probably making a blocksize-related slice directly across that wall. To see if this is the case, open the prtview plugin and load your map's portal file up. If you see that wall running across a larger slice, then yes, that is your problem. There are two ways to fix it: either move the entire map to the side a little bit, or change the blocksize in the worldspawn. One other thing to check, is to make sure your areaportals are done correctly. They should be textured with system/skip on all sides but one, otherwise they will create a void inside the door that might mess up the vis compile. I've seen this once before, but I don't remember who posted it or where.......otherwise I would link it.
  23. Yes. Use a func_door, and instead of caulk, use nodraw or nodraw_solid.
  24. Aw crap, I forgot there was an autoexec.cfg. Thanks.
  25. Ctrl+Alt+Left click will select all brushes in any entity.
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