Mike
#10612 posted by madfox on 2010/12/15 23:26:42
The Imp is from "Marcher" from Kinn, I just found.
I was a little curious, first though Quoth, but then I read your post again.
There's no qc included. Recompile the progs.dat or ask Kinn.
Q3 /map Command
#10613 posted by ziffon on 2010/12/16 11:26:50
Ok, so the previous question turned out to be a non issue it seems like. I had some problems finding the corrct shaders but moving the Q3 folder from D:\Games to C:\Program Files\Quake III Arena\ fixed that.
Now, next problem. And sorry for being a total noob here ;) but I cannot load any level in Q3 that I've compiled. I've also tested the id example levelsl. The compiler creats a .bsp file but I cannot load the level with /map or /devmap command. What am I missing? Again sorruy for the noob question.
#10614 posted by negke on 2010/12/16 11:36:57
Set sv_pure 0 first.
Yeah if pure is on then Q3 will only load assets from pk3 files.
iirc was a surprisingly successful anti-cheat thing for quite a while :p
--Explosions--
info_rubble doesn't have an explosion flag. It's cool that you can re-trigger it but it was the explosion sprite I was looking for :E
#10616 posted by necros on 2010/12/16 19:02:09
explosions in quoth
there's a hacky way to do them.
add an info_trap with the following keys:
'speed' '1'
'style' '2'
'dmg' '1'
'duration' '0.01'
'noise1' 'weapons/r_exp3.wav'
this creates an exploding grenade with a fuse only 0.01 seconds long (it will explode the next frame).
set 'dmg' higher to create explosion damage and change 'noise1' to any sound you'd like.
further hackery:
create a func_rotating_train and target it at an info_trap like the above. the func_rotating_train will drag the info_trap along and you can retrigger the trap repeatedly creating a trail of explosions, like a falling meteor or something.
MadFox
#10617 posted by Mike Woodham on 2010/12/16 20:22:34
Strange. I know I did not rip the code so it must be out there somewhere. I'll dig out my old hard drives, maybe something on those.
Thanks anyway.
Imp
#10618 posted by Mike Woodham on 2010/12/16 21:38:37
I now know that the one with the swoop code comes from Soul of Evil: Indian Summer. But that is radically different to the code I have, and the contained comments suggests it comes from Hexen 2 originally.
I can't believe I wrote all of the code for the one I have as I have my changes notated and I would not have done that if i had written everything else.
Strange. There must be another version out there.
Imp
#10619 posted by madfox on 2010/12/16 22:19:01
I searched for Hexen and ended up on Inside3D.
There is a site for compiling hcc.qc for Hexen and contains a imp.hc
Although the compiling for hexen is somehow different, it has simmilar ways.
I'm trying for a compatible qc.
here's the link at:
Therefore, we have put up an archive containing only the HexenC files here
http://www.inside3d.com/h2tut/h2started.htm
Hexen Versus Quake Qc
#10620 posted by madfox on 2010/12/16 23:59:27
I transcripted the imp.hcc to a imp.qc
For sofar I have no attackmoves, but things like throwing a lavaball isn't that hard.
If you have a left/right throwing attack mdl of the imp, apart from the code, you can copy the right throwing one in Quark4.07 to make a left throwing one.
It's a little tricky to get the jumping up and down. I used the standfunction for fixed, walk frame for rising up, and the run function for fly. I can't make it land. Also things like the swoop and swpend pose are sitemoves that I still can't stand trigger.
#10621 posted by jt_ on 2010/12/17 01:53:38
There's an imp.qc posting in the beginning of the coding help thread, iirc.
MadFox
#10622 posted by Mike Woodham on 2010/12/17 21:34:22
The imp.qc code was released in the SOE dev kit so unless you really want to re-code everything, might be worth looking it up.
Thanks
#10623 posted by madfox on 2010/12/18 04:38:01
I didn't want to recode it, just got curious after finding it on hexen2, then the code in hcc. And finally a half quake qc.
Thanks Necros :)
Looks like playing with this will be a giggle :E
Zqf
#10625 posted by necros on 2010/12/20 01:55:36
i noticed in that test map you posted, you can hear the grenade launching sound before the explosion.
to remove that, set 'noise' to 'misc/null.wav' which is a "silent sound".
Ooh, thanks. :)
I've yet to try your trick of attaching it to a rotate train, but will soon.
Please: What Happens If..
#10627 posted by delore on 2010/12/20 03:44:35
..I add worldspawn fog in a map and then a user play it in a no-fog engine ?
or much better if a user play it also adding a 2nd fog from options/menu in engines such TomazQuake/Telejano ??
Tell Them In The Readme Not To
#10628 posted by jt_ on 2010/12/20 04:58:18
#10629 posted by gb on 2010/12/20 09:59:15
In the first case, nothing will happen.
For the second case, ask Tomaz or Tei.
Glass And Windows
So, please correct me if I'm wrong:
To create a window you use a blank water texture and something like a quoth command trigger to set it to the right alpha yeah?
A few little questions:
1 Looking for a wad that has a blank texture like that in it :p
2 What's the performance hit for having a large surface like this? Thinking of having two large rooms which have a huge glass wall between them.
There Is No Performance Hit
#10631 posted by RickyT33 on 2010/12/23 18:22:02
None whatsoever! Not by modern standards.
As for a good texture, well you could try looking in some .bsp's. You just open the .bsp in TexMex and you can export it to .wad. I think there must be one in Than's last map ;)
http://than.quaddicted.com/files/apsp2.zip
http://http://than.quaddicted.com/
Spirit: There doesn't seem to be a link too this in Quaddicted's SP maps list.
Also
#10632 posted by RickyT33 on 2010/12/23 18:29:25
To make a window you make a normal waterbrush, and you set r_wateralpha to be 1. And on top of the brush (to make the window solid) you make another brush, which you then make into a func_wall. And you give the func_wall the texture called "skip". Doesn't matter what the texture looks like (but there must be a texture in your wad called "skip") and then you have to run the tool "newskip.exe" after compiling ("newskip mapname" in cmd).
Some modern engines support alpha on func_walls. I believe the key is "alpha" the value represents how transparent you want the func to be from 0 to 1.
The first version works in any engine which supports wateralpha, and you need the info_command entity to make the water transparent.
#10633 posted by gb on 2010/12/24 12:27:29
I think most modern engines support alpha, actually. Including Fitzquake.
Some even support alpha on entities, ie monsters etc.
I use some of the window textures from Quake 2.
hmm, okay, so I was almost there :)
Question for people using Quoth: is there a way to use triggered sounds but not make them loop? or to kill them after looping for a certain period? Retriggering or killtargetting doesn't seem to stop them playing once they've started :p
#10635 posted by Spirit on 2010/12/24 15:02:10
The looping is a feature of the actual sound file (from what I know). People use some ancient version of Goldwave to toggle the looping flag if they want it.
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