Originally posted by Mirrorman95
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If you want to add models, sounds or particles into your map, you have several options:
1.) Open the map source in your favorite map editor and place them right into.
That is a common way for mappers. You see this happen quite often in modern Quake maps.
Standard Quake models are quite limited in their number. You need a simple script to do that.
2.) If you are not experienced with mapping, you can do it this way.
Have fun experimenting.
Originally posted by jakub1
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Bug reports are essential for a project like the "small mod compilation".
Nobody can test all circumstances of all features in all maps, so please continue to report potential bugs if you find them.
This bug is already fixed in the upcoming release.
It has to do, as usual, with interference between map geometry and bbox of models. Darkplaces detection process is different compared to other engines. We already discussed this in several threads.
Now, that LordHavoc decided to disable the detection fixes by default, makes things worse.
In SMC ver. 4.31 all important fixes are enabled, which helps to fix most things.
Your described map "dm4" is such a place, where the megahealth bbox size exceeds the map geometry. Like in the start map of ROGUE for example.
To fix this map, you can also use external .ent files.
You only need to move this megahealth 6 Quake units forward and it will not sink into the floor anymore.
This is the original place:
{
"classname" "item_health"
"origin" "-40 586 -320"
"spawnflags" "2"
}
"classname" "item_health"
"origin" "-40 586 -320"
"spawnflags" "2"
}
{
"classname" "item_health"
"origin" "-40 580 -320"
"spawnflags" "2"
}
"classname" "item_health"
"origin" "-40 580 -320"
"spawnflags" "2"
}
But as I said, the general fix is already in the upcoming SMC release.
I found a way to bypass this issue.
Thank you for your bug reports.
Seven
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