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Logicworks 5 pal wizard forum
Logicworks 5 pal wizard forum









logicworks 5 pal wizard forum
  1. #Logicworks 5 pal wizard forum mods
  2. #Logicworks 5 pal wizard forum code
  3. #Logicworks 5 pal wizard forum windows

Therefore I strongly recommend only using fast and level 4 for normal operation. Sometimes I've seen vis got stuck completely when using "unusual" levels (1-3). Therefore the estimation is more accurate in the later stages (unfortunately).Īs for different vis levels behaving strangely, I've seen that as well. Usually, the vis process is fast in the beginning and then slows down more or less during its lifespan. It may seem confusing at first, but that 2nd percent figure (which may go up or down) is the most important number on the line, since it's a clear indication of how the process advances. This in turn is updated when the integer part of the 1st percent figure changes (e.g. Tyrann's right about the 2nd percent figure depending on the current estimation. You'll also want to make sure that your dropped key will never delete itself or dissapear.

#Logicworks 5 pal wizard forum code

Unfortunately, if you want to drop keys, runes, or other tidbits, or you want any monster to be able to drop them, you're going to have to edit the QC code so that the drop backpack function in items.qc includes keys and runes for monster deaths (or preferrably creates another dropped item that looks like the key, so that it's not hidden in a backpack!).

#Logicworks 5 pal wizard forum mods

Simply set the monster's "weapon" value to the number you want (note that in most mods dropping an axe or shotgun is pointless.). The 3 monsters can carry any weapon you want: Grunts can carry any ammo except shells (they will invariably have 5 shells in their backpack no matter what you set it to).Įnforcers can carry any ammo except cells. Unfortunately, these monsters directly set the amount of ammo they have for their own weapon, so there are certain ammo's you can't set for certain monsters. Grunts, ogres and enforcers drop backpacks, which means you can give them anything that gets passed on from players through backpacks: weapons and ammo. There's a way to do some dropping but not all using just the map editor. i'm considering adding this type of explanation to my guide, btw. Not sure if this will make it totally clear or not. write all your stuff and save, or use notepad (or similar text program) and replace the '.txt' or '.doc' with '.bat'. sort of line comments in qc (//) or qbasic (') or whatever)įinaly, to make a batch file, you must either: go into dos prompt (or command prompt if your using XP) and type 'edit'. the lines starting with 'rem' are remarks. the blue text at the bottom is an example of my batch file. If you still are unsure, check out my guide again (). If you put %1 anywhere in your batch file, it will be replaced with var1Īll the '%1' would read as 'var1' instead, giving you: %1 is simply the next string of text after the batch program's name. If you wanted one to compile a map, you would put in your qbsp, vis and light commands in there.Ī handy thing you can do, is use %1 %2 %3.%9 to pass on commands from the prompt. Making a batch file for compiling is very similar. Say, you wanted to open the windows/temp folder, backup everything, then delete everything in thee. I would also be grateful to learn if anyone is using a better editor for making Quake 1 maps, or if they have a program(s) that can compile and/or decompile maps.Īn batch file is just a text file which contains bunches of commands, one after another in order. ** Parameters: "C:\QUAKE\OURMAP~1\Test1e.map" "C:\QUAKE\ID1\maps\Test1e.map"Ĭan anyone offer some help with this problem and get me back on track with my map making hobby? Quake Error: �W_LoadWadFile: couldn�t load gfx.wad�Ī separate �Process Window� is also open from the time of the first error message and the following is diplayed:Įrror opening C:\QUAKE\ID1\maps\Test1e.bsp: No such file or directory So I click Yes again and I get the following Error:

#Logicworks 5 pal wizard forum windows

Windows reported the error: �Invalid Argument� Do you want to continue?� When I click �Yes� I get a new window with the following error: Here is an error that I am currently getting:Ī window pops up after attempting to run the map: �The file C:\QUAKE\ID1\maps\Test1e was not built, do you want to continue� The problems generally result when trying to compile a map. I did not have these types of problems when running Worldcraft on Windows 98. I am having a lot of trouble getting Worldcraft v1.6a to work properly with Windows XP. In case you missed the thread I posted.here again is my desperate plea for help.











Logicworks 5 pal wizard forum