is there an issue with npcs being killed while in a scripted_sequence?
i have a couple of guys tugging a rope, who are then killed by a gunship. however, as soon as the first guy goes down, the game crashes
has anyone ever encountered this sort of thing before?
if you look at the parameters for the tracktrain you should see a dropdown where you say how you want the tracktrain to handle corners. i think the options are 'linear blend' and 'ease in/out' and something else. 'linear blend' should smooth out your tracktrain path
yeah this is a bug Valve helpfully introduced in their last SDK update - displacements are non-solid to all physics objects. to fix it, add -novirtualmesh as a BSP parameter when compiling
does the brush that makes up the wall the light is shining on in that pic continue beyond the wall at right angles to it? if so, i'd suggest cutting it in two where the right angle wall meets, which should cut the lightmap in two as well
add fog with an env_fogcontroller. you can set the start/end distance, colour, whether you want z-plane clipping on a large outdoor map etc.
a steam jet is env_steam (point entity); dust is func_dustcloud, abrush entity tied to a nodraw brush
VRAD isn't just slow because a runs radiosity calculations - it's slow because it's just a damn slow piece of kit. q3map2's light compiler also did radiosity up to 16 bounces iirc, and did it in a fraction of the time of VRAD
ok, every time i set the 'loop moving sound?' parameter to 'yes', the entity keeps playing the sound even after it has stopped moving. wtf?
i'm using 'toggle' inputs to control the movement of the 'door' btw. (for some reason 'open' and 'close' don't work.)
doh!
on closer inspection, the moving sound of the tracktrain can be pitch-shifted after all. it just wasn't clear from the entity window, but i checked out the sdk developer docs and there it was. now all i need to do is make sure the train isn't deafening...
now, see, if raeven0 were...
ok, it worked fine, but my god you have to make the sound radius something ridiculous to make an ambient_generic audible from anything further than a few e-metres away
meanwhile the tracktrain's move sound is so loud you can hear it even when the tracktrain spawns in its own hull outside the...