lukeskywalker1 Posted April 2, 2003 Share Posted April 2, 2003 i made a map and tested it in single player. it was ment for multiplayer all along. so when i thought i was done, it tested it out, and it didnt work right in MP.... There is this weird water sound in certain areas when i walk around.... a door with a switch wont work right, but it worked in SP, now when i press the button in MP the button disapears and half of my skins dont work right...i clicked desann, and kyle showed up, i clicked luke and kyle showed, but i clicked someone else, and they showed up right, then i ran it again, and luke ran right....whats up with this...i cant release the map if u cant even use the skins that come with the game right! please someone help please, im so close to finishing, but i have no cluse at all what to do now. -lukeskywalker1 Thank You for any help you can give me!!!!!!!! I need it really bad! Link to comment Share on other sites More sharing options...
Leslie Judge Posted April 2, 2003 Share Posted April 2, 2003 Advice: if you want to test your MP map, do it in MP. SP is good for architecture / lighting (limited) testing. But the entities are different, so they can behave differently. I think you should post some detail about your button. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted April 3, 2003 Author Share Posted April 3, 2003 ok, ill remember that... im really worried about the skins though.... heres the detail about the door stuff ______________________ classname trigger_multiple spawnflags 7 (PLAYERONLY, FACING, USE_BUTTON) angle 360 wait 2 target t2 _______________________ classname func_usable _________________ classname func_door soundset large_door speed 50 angle 180 wait 2 targetname t2 so thats it.....anything else? hope u can help....thanks lukeskywalker1 Link to comment Share on other sites More sharing options...
Leslie Judge Posted April 3, 2003 Share Posted April 3, 2003 I'm at work now so can't check it, but the spawnflag of trigger... the Playeronly isn't SP specific? And with that func_usable... don't you have to set something for it? I ask, because no Radiant here and never will be. In the evening I can check these things and post something useful maybe. Link to comment Share on other sites More sharing options...
Fragmaster-B Posted April 3, 2003 Share Posted April 3, 2003 Leslie Judge , because no Radiant here and never will be why is that ?? and what do u use? Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted April 4, 2003 Author Share Posted April 4, 2003 GTK radiant? well, i dont think it was supposed to (the fun_usable), i followed the richdiesal tutorial. Link to comment Share on other sites More sharing options...
Leslie Judge Posted April 4, 2003 Share Posted April 4, 2003 Originally posted by Fragmaster-B why is that ?? and what do u use? I use GtkRadiant, but only at home. BTW, yesterday I went to sleep instead of checking things out. Link to comment Share on other sites More sharing options...
Livingdeadjedi Posted April 4, 2003 Share Posted April 4, 2003 hehe i understood ya leslie =]] hes at work chaps some lucky people get to sit on the computers at work Link to comment Share on other sites More sharing options...
Leslie Judge Posted April 5, 2003 Share Posted April 5, 2003 OK, after a little research: ______________________ classname trigger_multiple spawnflags 7 (PLAYERONLY, FACING, USE_BUTTON) This can be a problem, because in MP 'spawnflags 7' means USE_BUTTON and RED_ONLY and BLUE_ONLY. So maybe that's why to rock stays where it is. angle 360 Since there is no FACING in MP this is also not necessary. wait 2 target t2 ______________________ Question: why do you use that func_usable exactly? As I remember in Richs tutorials it is for buttons, yes. BUT! He uses two func_usables with two different textures (the on and off buttons) on them. Only one of them is visible always, so it is a normal behaviour that is disappears for you. Originally written by Rich Diesal in his tutorial The func_usable itself isn't that difficult of a concept. You have two brushes overlapping each other, each a func_usable. One is set to "off" and one is set to "on." When the entity is "off," it can't be seen. When the entity is "on," it can be seen. Thus, when the door is active, we want the "on" switch turned on and the "off" switch turned off. When the door is not active, we want the "on" switch turned off and the "off" switch turned on! If you didn't understand that, take a deep breath and keep reading it over and over again until you do. (: Link to comment Share on other sites More sharing options...
Leslie Judge Posted April 5, 2003 Share Posted April 5, 2003 Originally posted by Livingdeadjedi hehe i understood ya leslie =]] hes at work chaps some lucky people get to sit on the computers at work Hehh If I could just sit on the computers... But unfortunately I have to work on them. Link to comment Share on other sites More sharing options...
Karshaddii Posted April 5, 2003 Share Posted April 5, 2003 I think Leslie has your button prob covered just fine man--and as for the skins--I wouldn't worry about them. What your ARE going to get skewered by is the water sounds--a MP mappers worst nightmare (at least for me). (super simplified explanation) They happen 'cause the MP compiler cannot determine different sounds from textures correctly--like in SP. Only two walking/running sounds can be used--the standard clop clod clop you hear in EVERY MP map...and the water wading sound. The only way I personally know how to fix that is replace the textures that make the wading sound with the SAME texture--but put in your own custom textures folder and renaming it--then recompiling. There is a way--I suppose--to set the actual texture sound properties, but I have absolutely NO idea how to do that 'cause it sure aint in the worldspawn. You have some work ahead of you. Good luck! Link to comment Share on other sites More sharing options...
Leslie Judge Posted April 5, 2003 Share Posted April 5, 2003 Yeah. You also can remove the water sound by making an own shader for that texture leaving out the 'surfaceparm metalsteps' line. This way you don't have to force people to download textures they already have. Link to comment Share on other sites More sharing options...
Karshaddii Posted April 5, 2003 Share Posted April 5, 2003 Suuuuuurrreee. Tell him a simpler, and more CONVENIENT way why dont cha Leslie ; ) Link to comment Share on other sites More sharing options...
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