Waiting For It To Be Used In A Tronyn Drake Map Lol
#1059 posted by nitin on 2015/11/16 14:11:48
Synchronity~groupframes
#1060 posted by madfox on 2015/11/17 06:19:31
Now I'm satisfied with the convoybelt, working in a rather reliable way, I'm trying the map in other engines.
They all work right, except DarkPlaces.
One of the convoybelts picks up the cellboxes just half the right time.
So the engineclaw puts down a cellbox, on the place where one has to appear. But it doesn't. It is there on half the time, while other engines:
JoeQuake-WinQuake-Quakespasm-Fitzquake-glquake are just in time.
What is so different with Darkplaces?
#1061 posted by Spike on 2015/11/17 08:23:04
I assume you're animating at least something using framegroups.
framegroups are normally directly linked to the server time.
(there is a model flag which can sync it to some random time base instead, basically acting as a random offset so torches etc arn't all in sync)
darkplaces instead links it to the time when the entity's frame last changed (including when it first became visible).
this is much more useful when using framegroups for animations - especially firing animations.
the quakeworld protocol does not reveal the server's time (at all!), so timings will be screwed there too - fte implements the dp behaviour because $REASONS.
Yes
#1062 posted by madfox on 2015/11/17 09:14:05
I'm using framegroups.
I made the static entities in that way that as soon as the claw picks up an ammucell it disappears from the convoybelt, and as soon as it puts one down it is deleted from it.
If I had made one static entity from both convoybelts I wouldn't have had this effect.
But I didn't saw this coming, at least three of the four work well, so I guess it is a mirror effect. I'm afraid I can't do much except warn DarkPlace player the server is cheating.
Spoiler
#1063 posted by Preach on 2015/11/17 19:25:10
darkplaces instead links it to the time when the entity's frame last changed (including when it first became visible).
this is much more useful when using framegroups for animations - especially firing animations.
What, really? That sucks. I had a great idea for a trick which exploited the global timer on framegroups. I might even have to press on and just warn that it breaks in darkplaces...
Surely Went Fishing
#1064 posted by madfox on 2015/12/01 02:22:49
I made a fishing Ogre. It sits aside the water.
It consists of four cycles of 12 frames with a break on the first frame {ai_stand();self.nextthink = time + 2;}; for timespace.
The last stand frames are a whip of the fishingrod.
I just need this entity for sidekick, not as monster.
My first question:
how do I stop the attack routine, as when I enter the map the monster freezes when I don't use notarget?
My second question:
This stand pose takes about 30 seconds. I made another walk cycle, so he stands up and takes a few steps, then sits back again.
This is done in the ai_walk, but what I need is four times the stand subroutine, then it should be followed with the walk cycle, then back to the stand cycle, and so on.
My first thought was just to make one long script of the stand and walk frames, but then I realized there is a limit to the monster frames. I thought it was 256 frames and this amount would exceed this count.
#1065 posted by necros on 2015/12/01 05:28:43
remove ai_stand.
Right
#1066 posted by madfox on 2015/12/01 23:39:29
That stops him from freezing in attack.
Now I try the next part, the walk cycle.
For making it not to complicated I added the last part to the stand pose. This looks like void() forg_stand109 =[ $stand33, forg_walk1 ] {};
Now he starts the walk cycle, but again it freezes because of the ai_walk() part. If I use notarget the walk cycle ends well.
Now I can't get out by deleting ai_walk() as I need it to make him move.
#1067 posted by necros on 2015/12/02 02:15:46
use
movetogoal() instead of ai_walk.
Yeh
#1068 posted by madfox on 2015/12/02 19:51:52
Thanks necros, you're a star!
Now my last intention, say I make it sit, walk to aside for two steps, then I want him back to the startpoint with another function, I think of ai_run, still without attack.
How do I fix that in the stand function?
I mean, the last forg_stand109 goes to forg_walk1.
So I can use this function again, but when I use the ai_run I must formulate the stand function again to forg_stand109 =>forg_run1.
I know this sounds all complicated, maybe I should turn the whole thing into a static entity.
But as far as I can see, the limit of a static entity is 256 frames.
What is the limit of the monster.qc?
Quake1 Player
#1069 posted by madfox on 2015/12/16 05:26:01
I've been tinkering on the player.mdl.
I decided to remodel the whole model poses, just to have the fun of adding some new ones.
I'm not a deathmatch player so I will never have the change to meet him, but if someone has a request to give it a new pose I'm willing to do.
Here's the beta of the foxplayer
I added a swim pose, but any other possibillity would go.
@madfox
#1070 posted by Spike on 2015/12/16 09:00:10
quakeworld requires that your skin is not modified.
you can change the texture coords, but make sure your model still looks okay with the vanilla skin exactly as it is.
(this also applies to nq replacement textures, but is harder to control for).
you can use framegroups to get around protocol limitations. or you can just use a better client that supports higher frame numbers.
@spike
#1071 posted by madfox on 2015/12/16 21:14:21
I don't understand a word of it.
Did I modify the skin texture?
I'm sure you try to inform me well, but I just took the original skinfile and dropped it on the model after making sure it had the same texture cooords and Q1pal. Further I don't have that much engine experience,
I'm just a singleplayer in a shooter fence.
Yeaah Boyyyyyyyyyyy Ressurection
#1072 posted by aDaya on 2015/12/30 00:50:25
After weeks on working with these guys, they're now fully operational (although need some polishing up but still), and are ready to be integrated on top of Scourge of Armagon's source code, so I could use rotating doors, force fields and try to look for a way to make monster spawners to use in TrenchBroom.
Rocketeer - shoots accelerating rockets:
http://image.noelshack.com/fichiers/2015/53/1451432379-infantry20151230002549-00.jpg
Dimensionnal Traveller - once humans seeking the power of Shamblers, they got it without their endurance and resistance to explosions. See Doom 2's Hell Knight:
http://image.noelshack.com/fichiers/2015/53/1451432382-infantry20151230002559-00.jpg
Shell Trooper - A retake of Quoth's Defender, he shoots grenade with great accuracy on top of a nasty Shotgun blast as a close range attack:
http://image.noelshack.com/fichiers/2015/53/1451432382-infantry20151230002619-00.jpg
Butcher - An Ogre that took a cybernetic suit to better endure attacks and switch from a Grenade Launcher to a Flak Canon:
http://image.noelshack.com/fichiers/2015/53/1451432380-infantry20151230002642-00.jpg
Shock Marine - The Elite version of the Enforcer, he's now better equipped to do his job:
http://image.noelshack.com/fichiers/2015/53/1451432379-infantry20151230002656-00.jpg
http://image.noelshack.com/fichiers/2015/53/1451432778-infantry20151230004523-00.jpg
Vortex
#1073 posted by Preach on 2015/12/30 01:48:46
Nice work Daya, glad they're coming together at last!
In celebration of Arcane Dimensions coming out, and some of my models getting some use at last, I've finally got round to releasing a new one! Animated gif and details at the post below:
https://tomeofpreach.wordpress.com/2015/12/30/vortex/
A Request
#1074 posted by adib on 2015/12/30 04:04:47
Daya is now mastering the magic of character development. Respect.
Preach, effects mdl is a great insight. It's environment art, maybe I should start there.
I have a request for modders
It's a player/mapper request.
Arcane Dimensions brought nice improvements to Quake 1 weapons. But a design weakness still annoy me: the boomstick. Why two shotguns? It's Doom inheritance, I believe. It also makes a lame noise, and it's not a very interesting model.
I use this ugly duckly a lot, whenever I want precision at a distance with cheap ammo. Playing thru a level with that "broom-broom" purring stick is a downer.
I'd like it replaced by a powerful silver 45 revolver. Or a desert eagle pistol. It would be hitscan or shoot fast projectiles like AD's shotgun. The damage would be lower than SG, but at a higher fire rate. And it would make a decent noise.
It requires "bullets", a new ammo class. Or maybe it would be a powerful longer gross caliber pistol, wild west style, that shoots shells and toss pellets.
There is the problem of the player's model holding a shotgun. All Quake weapons are long, so that shape of a long gun in his hand doesn't look so odd. The exception is the axe, and the game switches the player model when you choose it. A pistol would require a change like this. Or not?
What do you guys think?
Adib
Throwing in a pistol will only make the game more like Doom. I think Quake could have done better to distance itself from Doom further. I will agree with what you're saying about weapons in a sense. I think AD having a single barrel and a triple barrel is an interesting distinction. I always felt like the starting gun should have been the nail gun, or maybe a crossbow like weapon that shoots nine inch nails.
This would provide a really nice distinction between guns and you could also have a more powerful single barrel shotgun too.
Fifth
#1076 posted by adib on 2015/12/30 04:46:32
Well, if it has to be a shotgun, at least it should be more interesting, since it's an "initial gun" we use all the time. If you want to keep away from Doom, many other games have cool shotties, like Duke Nukem. Better animation and better sound, at least.
I'd say the AD shotgun feels more fun to use even though it's functionally a little worse by not being hitscan.
I Once Thought Of Redoing The Shotgun Models For My Mod
#1078 posted by aDaya on 2015/12/30 10:26:46
adib it's interesting you're thinking of a revolver, because for the redoing of the shotgun I thought of a similar thing, by taking inspiration from this: http://www.smashbros.com/images/character/mii_fighter/screen-9.jpg (minus the fact they're arm canons). I already changed the shooting sound to TF2's scattergun to make it more punchy, and the big change would come in animating and coding the barrel for every shot. It could be renamed as a Revolver that's big and shoots tightly-spread shells.
Same thing for the Super Shotgun, by taking inspiration from Bioshock 2's 2-barelled Shotgun with the 3-shot upgrade: http://bioshock.wikia.com/wiki/File:2BarrelShotgun-2.jpg
So with what's happening now I feel more inclined to work on this.
Daya
#1079 posted by adib on 2015/12/30 12:40:35
Great! I also regret that you're already in a mod, because I have some ideas for one and was hoping to drag you in. It would be sort of steampunk. If you like to talk, send me an email.
Good Vortex Preach!
#1080 posted by madfox on 2015/12/30 15:59:39
Smart way to patch the vertices.
I was trying something with animated texture,
but in game it is too slow
Which Revolver Rifle Has The Best Shape?
#1081 posted by aDaya on 2015/12/31 10:34:16
#1082 posted by Kinn on 2015/12/31 10:51:32
The one that looks best in a first-person view
#1083 posted by Legend on 2015/12/31 17:13:43
@Daya:
Top right.
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