Updated Quark Ns Support

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Comments

  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
    <!--QuoteBegin--DFA Haplo+Jul 2 2003, 08:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DFA Haplo @ Jul 2 2003, 08:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> your still missing it. You have to adjust the properties of the info_team_start you have to select teamone(marines) or teamtwo(aliens) .

    So remember:

    its <b>info_join_team</b> with properties set accordingly
    and <b>info_team_start</b> in the proper spawn points with properties set to the proper team. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    bah
    the newbie is lost.

    allright.
    so there's no info_team_start in the entities list.
    I tried renaming info_join_team to info_team_start. but it still doesn't work. (yes i chose team one and i wrote jointeamone in console and it said spawns are full)
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Ok, here's how it works. You create an info_join_team in your readyroom, the poly defines where the players have to walk into to join the team you specify. Then you place an info_team_start in your map area where the marine start or alien hive is, and specify the team there also. When the player walks into the info_join_team the will spawn at an info_team_start with the same "teamchoice" parameter.

    If you still can't get it to work and think the add-on is at fault then download it again, there's no more up-to-date one than at the beginning of this thread.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    <!--QuoteBegin--SjN+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SjN)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->so there's no info_team_start in the entities list.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yes there is. It's a point entity cunningly hidden at the top of the "Info entities" subgroup of the "Natural Selection Entities" group.

    <!--QuoteBegin--SjN+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SjN)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I tried renaming info_join_team to info_team_start. but it still doesn't work.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Renaming the brush based entity <i>info_join_team</i> to <i>info_team_start</i> won't work because you can't change a brush based entity into a point based entity. Renaming another point based entity, like <i>info_player_start</i> to info_team_start should work, but should be unnecesery, since it's a lot easier to create it from the entity list.

    If you're absolutely positive that at the top of the "Info entities" subgroup of the "Natural Selection Entities" group there is no entity named <i>info_team_start</i>, try removing all add-ons you aren't using. Probably another game is interfering with the entity. If you still can't get things to work, try the <a href='http://groups.yahoo.com/group/quark/' target='_blank'>QuArK forum</a> and see if the devs can help fix the bug.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    edited August 2003
    NS 2.0 support is here, so you can stop trying to map with the NSTR2 .qrk file that shipped with the NS 2.0 client.

    * Updated for NS 2.0, adding new textures and adding/removing entity properties.
    * Added Nerdiii's smart filebrowser.

    The download link at the first post is now updated.
  • armgimpeharmgimpeh Join Date: 2002-12-14 Member: 10783Members
    edited August 2003
    Okay, where do you extract the .qrk files to?

    I'm going to turn my hand to this whole mapping thing.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Actually, I think I have figured it out... slap it in the /addons folder, right?
  • SjNSjN Join Date: 2003-01-07 Member: 11983Members, Reinforced - Supporter
    You're de man Wolv!!!
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    edited August 2003
    Thanks Wolv! I've updated the files in the install as well (I'm including ns.qrk, ns_content.qrk, and the old ns_text.qrk).

    If there are updates to any of these files, I would appreciate it if you dropped me an e-mail (flayra@overmind.org) with a link to the updated files so I don't miss them. Thanks!
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    <!--QuoteBegin--Wolv+Aug 2 2003, 10:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Aug 2 2003, 10:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->NS 2.0 support is here<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Great work as always, thank you Wolv!
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Great, just as I finally updated the .qrk file to include the new entities, the first post I see at the top of the mapping forum is: <i>NS2.wad released!</i> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
    Ah well, untill I get round to adding the new textures you can get support for the new combat entities with the .qrk file in my sig or the first post of the thread.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    edited October 2003
    Just added support for ns2.wad.
    It's now available from the first post of this thread or my signature.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    /me downloads first
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    4th here, damn im not in the top3. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->

    Everything seems to be working Wolv, thank you (again) for sharing this with us. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Download mirror updated, attachment removed.
    Sorry guys, no more counting which version you got <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • UncledadUncledad Join Date: 2003-10-19 Member: 21781Members
    Ah thank go fiannly found this thread, hey al u fellow quarkers. this post relly needs to be a sticky
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    It was already a sticky before, but a moderator seems to find it less important than the other stickies. And now that stickies already fill the screen when you load the mapping forum s/he decided that it had to go.
    The only mod I have seen so far is Nemesis Zero. He might be the one to blame <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    I also think that this thread needs to be a sticky (at least until Flayra and Wolv reach a level of cooperation that the latest QuArK files are always included in the current NS release).
    Maybe some of the stickies could be 'welded' together to save space? Or maybe a new sub-forum. This one is for entity questions, hint planes, compile errors and such and then we have special forums for newbies, Hammer users and QuArK users ... ok and maybe even Radiant users just to be fair. I'm not a fan of bumping threads all the time, because I find that new threads reach the second page before 10 people could read them just to keep others on top.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    I'd say a simple comprehensive and up-to-date stickied FAQ at the top of the forums should solve the sticky-problem.
    And next NS client release you should see the last version of the .qrk file (as opposed to the NSTR 2 version that shipped with NS 2.0...).
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    edited February 2004
    * Updated for upcoming NS 3.0, adding co_kestrel, co_rebirth, ns_ayumi, ns_metal and v_wad texture links from the 3.0 beta 1

    Check signature or first post for download link.
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