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News
19 July 1999
Not exactly editing related but I have
had people emailing with a problem that when they play on a lan or just
want to start a server to have a play in some of the multiplay levels the
gave stops while it tries to force a dialup. Of course KP seems to be a
bit of a windows UNFRIENDLY game. IE alt-tab or the windows keys doesn't
work reliably and invariably causes crashes. Here is a fix that seems
to work pour moi:
-Edit you shortcut to the KP .exe to read
+set public "0"
My shortcut line looks like this:
"C:\Program Files\kingpin\kingpin.exe"
+set developer "1" +set public "0"
The developer bit being so you can bring
down le console (thats french for 'the console')
You could put these sttings in the autoexec
bat file too.
I think the public 0 (default 1 ) means
it tries to register w/ a master server....maybe.
19 July 1999
I sent off an email to Dan Koppel at Xatrix
to confirm a few editing points, and have just heard back from him I will
incorperate these into the tutorials soon.
Of particular note is some info that will
be of importance to Single player mappers.
But for the the shortterm, I shall just
give you Dan's email in full:
----------------------------------------------------------------------------
Stimpy,
acc
= accuracy of the character, by default the npc's will use the accuracy
based on the skill level of the game being played:
1
= novice
2
= easy
3
= normal
4
= hard
5
= real
enemy characters can be hard coded to one set skill level ... this was used so that in novice not everyone is a complete loser and in real not everyone is a toughass. Hireable npc's need to have their acc set to 2-4 based on how good you want the npc to be. Otherwise they will be as stupid as the enemies on novice skill and as badass on real mode ... in both cases this offsets the blance of the game.
Count
defines hats and cigars,
1
= cigar
2
= hat type 1
3
= hat type 1 and cigar
4
= hat type 2
5
= hat type 2 and cigar
8
= hat type 3
9
= hat type 3 and cigar
hat types are cap fedora and stetson but I don't have my list at the moment.
current_cash is the amount of cash found on a corpse or for hireable guys it the amount of cash they cost. (in negative)
aiflags 1 means the ai character will not walk around ... without this flag (ie normally) ai characters will move towards other ai characters or you, if you come within a certin distance this meant some characters might wander away for there spawn spots although sorta cool sometimes this needs controlled.
Problems
with path_corner_cast
My
guess is that you are not makeing navagational data for the level. These
are the *.nav files found with kingpin
To
make navagational data the player needs to enter the map and type
nav_dynamic
1
nav_debug
1
at
the console ... then the player needs to move (navagate) through the whole
level. This will place nav spots that the ai characters use for getting
around. when done you need to quit out of kingpin and the navdata file
will be written out. The ai will now use this file when the level is reentered.
Making nav data as we called it became a skill. This is very important
because "good" nav data will help the ai characters fight well while "bad"
nav data can cause the ai characters to look stupid.
Thanks, Dan Koppel for the detailed info. This shoulld help get people going.
-----------------------------------------------------------------------------------------
18 July 1999
I have posted an updated map (.bsp & .map) in the downloads section. The is a bit in the tutorials section on this map to explain some features and flag settings for some entities.
18 July 1999
I saw over on PlanetKingpin that a new DM map is out. These early maps get picked over. After all, they have to better many, many high quality Q2 maps before them. I recommend budding mappers read this review on Planet Kingpin for some ideas.
I have also added some more points to note for mappers, especially relevant to KP. Go here.
18th July 1999
There is an update in the knowledge base about the "missing .wal file" problem.
14th July 1999
Note: This page tested to work on Microsoft Internet Explorer 5 only
14th July 1999
A lot of problems with the last server.
It would not let me upload my stuff : (
Hopefully, this one will be a bit more
reliable. So now I can hopefully concentrate more on Kingpin an less on
stupid web Servers.
8th July 1999
AT LAST!! I have found the problem fix for the "black" player weapon and hand. Head over to the Knowledge Base page.
8th July 1999
Added some more to the knowledge base. Started a tutorial section for KP specific stuff. This assumes you have a base level as minimum editing quake2 type maps.
7th July 1999
Started the knowledge base (ala Microsoft, hehe :). Hopefully some fixes for compiler woes.
7th July 1999
FINALLY, got KPRadient going - and QERadient : ). And finished a small map. It features fog, non-default skins, money, plus a couple other non-documented features.
Bugs include: No Cast_path_corners - the NPC's just stick :( ...I was always so good at my path corners in other games too!
The player weapon and hand is as dark as a dark-colored weapon in a very dark place - regardless of the lighting.
Get it from the downloads section.
5th July 1999
I have finished a portion of a single player / DM level map using BSP 0.93. It works well (on my machine, anyway ). I will upload the map for a preview and testing. It is very small but shows several examples for mappers. I will include the .map file too.
Dang it! ( Or in KP parlance: Goddamn MuthaFukka! ). I was converting the KP textures for use in BSP and accidentily over wrote a texture. It is one of the transparent Sprite textures in the KP textures folder, hence, I have lost the transparency and it shows up as white solid. If anyone could send rail_v4.tga in the textures\sprites folder, that would be much appreciated.
4th July 1999
Good news for mappers using BSP map editor by Yahn Bernier! I have found a way to make Kingpin maps. Its a little fiddly, but if you can't be bothered learning KPRadient then this may be the easier option. I have a new Entity.qc file for BSP plus instructions for running the textures in BSP. I will upload these within a day or 3.
3 July 1999
I have opened this page as a small resource for Kingpin
map making. Both single player and multiplayer. I dont' claim this site
to be the Mother of all Kingpin Sites, but if some people get some use
out of it, then this is enough.