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Junrall

Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA
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Posted: Sat Mar 27, 2010 3:34 am Post subject: Have I Been Missing This All These Years!? |
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Hmm,
I just now noticed that rockets, nails, and whatever do not remove themselves when they touch the sky!
Why doesn't the following code work?
Code: | if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
} |
_________________ Good God! You shot my leg off! |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Sat Mar 27, 2010 4:52 am Post subject: |
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Looks finite.
Maybe you're calling it aside the code path??
Code: |
void () T_MissileTouch =
{
local float damg;
if (other == self.owner) return;
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
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Junrall

Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA
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Posted: Sat Mar 27, 2010 5:13 am Post subject: |
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r00k wrote: | Looks finite.
Maybe you're calling it aside the code path?? |
Nope, it is happening with the standard Quake code... in fact, this is happening with the progs.dat file within the .PAK file.
I've tried it in Darkplaces, DirectQ, FitzQuake, and WinQuake... on Start and E1M1.
Each time I shoot the sky with a nail I see the TE_WIZSPIKE effect... which tells me that the spike isn't being removed. _________________ Good God! You shot my leg off! |
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gnounc

Joined: 06 Apr 2009 Posts: 120
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Posted: Sat Mar 27, 2010 5:21 am Post subject: |
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(iirc) I asked Asaki about this a while back, he said the maps need to be recompiled to fix that. |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Sat Mar 27, 2010 5:45 am Post subject: |
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Yes, the old qbsp compiler used during the development of the original quake treats sky brushes as solid. The qbsp that was released after Quake came out correctly uses CONTENTS_SKY, but none of the original maps were built with a current version. |
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metlslime
Joined: 05 Feb 2008 Posts: 177
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Posted: Sat Mar 27, 2010 7:20 am Post subject: |
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what FrikaC said. |
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metlslime
Joined: 05 Feb 2008 Posts: 177
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Posted: Sat Mar 27, 2010 7:24 am Post subject: |
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Actually it's more complicated than that...
In the original compilers, it was possible to get "CONTENTS_SKY" if you surrounded the sky brush with solid brushes. In otherwords, it would be solid if it touched the void, otherwise sky.
Later compilers added the feature of turning even void-touching skies into CONTENTS_SKY...
you know, based on my memory of 13 years ago. |
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Junrall

Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA
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Posted: Sat Mar 27, 2010 4:16 pm Post subject: |
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Well, this is not a huge issue for me and I can live with it... however, should I choose to tackle this sometime down the road how hard is it to recompile the maps? I suppose this a is a question better suited for the "Mapping" section. _________________ Good God! You shot my leg off! |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Sun Mar 28, 2010 7:50 am Post subject: |
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You can always set a timer in the projectile's think to remove after 5 seconds. There is no way a projectile cant travel the distance of a map (original Quake limits), in 5 seconds at 1000 u/sec?? If so then up it to 10
In CTF this is the same thing. The hook can hook the skys on the original maps, yet not on custom maps made later. We can ALWAYS recompile the original maps now. |
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