1.1 Mapping Changes
Macguyvok
Godlike Fuzzydice Join Date: 2003-05-09 Member: 16162Members
<div class="IPBDescription">What can we expect?</div> Right now, with the release of 1.1, there are some mentions of "particle eyestem changes", and "other mapping changes". I was wondering if anyone, *hopefully a PT/Vet, or possibly a dev* could shed some light on these new changes? I'm working on a very kewl map, but I'd like to know what they're fixing for 1.1 *especially particle wise* and if there are any real changes for 1.1 that are going to affect people just starting maps that won't be released till after 1.1 is out?
Comments
info_locations only 2d space not 3d
fixing some of teh triggers but i cant remember which ones..
thats all i can think of..
For a start, you can go to the official <a href='http://natural-selection.org/Mapping_Guidelines.html' target='_blank'>Mapping Guidelines</a>, and search the document for "1.1". All of the changes I've been told about by Flayra are documented there as notes on the entities.
You will have to trigger each door. Trigger : target _ mydoor ---> func_door : name _ mydoor
It's already in the game, and is not supported because it doesn't work as intended and is only supported by OpenGL mode (no DirectX or software support).
The entity env_fog is already part of the 1.0 FGD, but has been omitted from the latest Mapping Guidelines because it isn't supported.
The entity doesn't display like Q3's fog -- it displays a fog when you're inside the brush area and has no effect when you're outside it. If you do decide to use env_fog in your map, keep in mind that it can't be used as a ground fog because your field of vision needs to be inside it, and it won't render for folks using Direct3D.
What I am interested in is wether the particle system will support other render modes than white additive. *Looks for env_particle in the mapping guidelines*