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Junrall



Joined: 21 Sep 2009
Posts: 136
Location: North West Oregon, USA

PostPosted: Sat Mar 27, 2010 3:34 am    Post subject: Have I Been Missing This All These Years!? Reply with quote

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;
   }

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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Sat Mar 27, 2010 4:52 am    Post subject: Reply with quote

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

PostPosted: Sat Mar 27, 2010 5:13 am    Post subject: Reply with quote

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.
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gnounc



Joined: 06 Apr 2009
Posts: 120

PostPosted: Sat Mar 27, 2010 5:21 am    Post subject: Reply with quote

(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

PostPosted: Sat Mar 27, 2010 5:45 am    Post subject: Reply with quote

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

PostPosted: Sat Mar 27, 2010 7:20 am    Post subject: Reply with quote

what FrikaC said.
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metlslime



Joined: 05 Feb 2008
Posts: 177

PostPosted: Sat Mar 27, 2010 7:24 am    Post subject: Reply with quote

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

PostPosted: Sat Mar 27, 2010 4:16 pm    Post subject: Reply with quote

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.
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Sun Mar 28, 2010 7:50 am    Post subject: Reply with quote

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 Razz

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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