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Ideas \ Suggestions #688
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Some good ideas in here. I'll consider changing the syntax. The nesting you proposed does make the parsing slightly more complicated (deeper stack) but it's not a big deal.
I can just improve Cm_WriteMaterials to write decimals differently. Then simply saving the .mat file in the editor will reformat it for you. 👍
I can provide an alias that toggles
👍
👍
Love this, but probably not a 1.0 thing.
Paging BuzzardBait..
👍 Makes perfect sense.
👍 On the client-side emitters, and on materials, this field is known as "drift" We could add it to these ents. |
Running list of ideas etc
Lights:
light
,misc_light
, andtarget_light
. My suggestion is to merge the latter two intolight
. Can use the wait key fromtarget_light
to add an interval between style cycles when used.team
would be used for switching lights when all on the team are lights- otherwise it's used to link to the proposedmisc_lightshaft
listed below. The idea is to expand the basic light entity. Combine both to make a styled switching light.Materials:
-mat
for quemap:--format
for the cases where you only want it to format the existing materials instead of generating everything. Formatting includes rounding all floats to two decimals. I don't really see the need for more precision. I can see having the option to only making mat defs for things you need a thing.cl_editor
Mode:SHIFT+ESC
instead ofESCAPE
. I often forget that it's enabled while flying aroundN
to toggle noclip. Could do the same for other useful toggles.common/notex
for invalid pathsWireframe render mode:
r_draw_wireframe 0|1|2
) to use fullbright white lines instead of lit colored ones so it's easier to see.Menus/UI:
Additions:
trigger_teleporter
would target aninfo_notnull
viatarget2
to enable this feature. The brush itself would have one face with a "portal" texture while rest would be "no_draw". Camera would center on this face looking at vector created by theinfo_notnull
. Could even allow projectiles to "teleport" as well.trigger_void
entity that combines atrigger_hurt
but insta-kills (no gibs) no matter what (except spectators and those in no_clip), andmisc_fog
. Add key forcolor
to match theme and a spawnflag ofdelay death
. Delay Death kills the player only when hitting the bottom of the brush - used for void pits vs no delay in void maps such as Longest Yard/Longyard.misc_lightshaft
: Similar tomisc_fog
but a more basic form to simulate "god rays" from sunlight, light beams from lights, etc. Would include keys for color, density, and team (to match a light entity). When Team is used, density and color are calculated from the light entity. Imagine a hallway with slits in the ceiling exposed to sky. The sunlight shines down onto the floor but... now there's a shaft of light to complete the look.wait
andrandom
topath_corner
for randomizing train retriggerrandom
totrigger_always
for randomizing the next trigger time. Delay = rand( delay - value, delay + value)wait 1 3
. Either way, should probably round resulting random float to one decimal.The text was updated successfully, but these errors were encountered: