MONSTER_FISH FRAG COUNT FIX !!! (sort Of)
#111 posted by Omus on 2007/01/11 17:29:49
Here's something I just came up with.
Don't you hate not getting 100% kills due to the infamous monster_fish error? Well this doesn't stop the fish being counted twice, but you can manually increase the killed monsters count. Create an entity with these properties:
classname info_notnull
use boss_death10
Trigger it and the killed monster count will magically go up by one. BTW this method also kills the info_notnull, so you'll need one for every fish in your level. I suggest making each fish target one so they automatically call it on death.
Fish Frag Count Fix
#112 posted by Orl on 2007/01/13 14:51:13
Awesome hack Omus. I've always waited for something like this, and it works like a charm.
Nice Find
#113 posted by negke on 2007/01/14 03:06:45
though on the other hand, it will screw up the monster count if playing with a fixed progs.dat
A Very Basic Trick
#114 posted by frag.machine on 2007/02/11 15:32:34
It's very likely that most of you already know that...
You can manually set the skin field for any regular Quake monster. This, combined with the armorvalue/armortype and super_damage_finished tricks can lead to some new mini bosses (like a super shambler, for instance).
How?
#115 posted by Spirit on 2007/02/11 16:23:19
It's Very Simple, Actually
#116 posted by frag.machine on 2007/02/12 03:47:10
Assuming you have a soldier.mdl with 2 skins (0 is regular grunt and 1 is your boss grunt):
{
"classname" "monster_army"
"armorvalue" "1000"
"armortype" "1"
"skin" "1"
"super_damage_finished" "9999"
}
His shotgun will deliver 4x the normal damage, but without the quad damage sound. And this sucker can take more than 1000 hit points.
The idea can be extended to any regular monster.
Useful, But...
#117 posted by Omus on 2007/02/12 12:40:14
If you have new skins you to include external files for the custom model right? In that case you might as well create a custom progs and run it as a mod.
Not Necessarily
#118 posted by Lardarse on 2007/02/15 00:46:21
A lot of modern engines support replacement model textures, and these can be used to add skins to a model that doesn't have them.
But...
#119 posted by metlslime on 2007/02/15 05:21:33
can you replace skins that don't exist in the original mdl?
Odd Occurance, I Noticed
#120 posted by HeadThump on 2007/02/15 06:01:44
some months ago I was dicking around with Air Quake source and Dark Places with the intention of making some high(er) poly md3 models for it. I added a func_model type entity to the Air Quake source, designed a bouy type model and texture to test it with, and I added it to a map.
The md3 model showed up, but the texture didn't. I tried the various recommendations in the vast DP literature, and none of them worked to bring the skin in.
So I then converted the model to a Quake mdl, and indexed the colors of the skin texture to the Quake pallette. It showed up in game perfectly, not the mdl model, but the md3 and the md3 skin! So, apparently you need to have an mdl version for DP to recognize an external
skin.
Metl
#121 posted by aguirRe on 2007/02/15 09:33:40
I'm not sure, but I think you can from QC request skins/frames from ext texes that don't exist in the 8-bit mdl/spr.
Of course, it won't work so well then if you disable ext texes or don't support them.
#122 posted by Omus on 2007/02/15 14:37:26
I see about the engines allowing external skins, and metlslime, I imagine you would use some sort of naming convention (eg: wizard_skin00.tga, wizard_skin01.tga) to support multiple additional skins in these engines.
Still, you have to include these new files somehow. I have always imagined these map hacks were useful mainly for maps that you don't want to bother zipping up properly or include a readme (speedmaps) or maps you want to run on vanilla Quake with no extra assets.
HeadThump - I know that with md2 models and some engines, you have to preserve the original paths of a model (where to look for the skin is hard-coded in the model). So if Quake 2 installs a model at: models/monsters/gladiator/tris.md2 (model) models/monsters/gladiator/gladiator.pcx (skin)
... you have to rename the files (the skin at least) and preserve these paths under a Q1 mod directory. The same may be true of Q3.
Oh Yeah..
#123 posted by Omus on 2007/02/15 14:40:28
.. sounds like when you converted your md3 to mdl, it was able to find the skin (treating it as an external skin) because mdl models aren't as fussy about paths.
Thanks Omus
#124 posted by HeadThump on 2007/02/15 15:48:59
It's been a while since I visited my little project, but I think I'll see if that possibilaty is the case.
I checked the paths at the time to see if they matched up, but I may have only done so relative to the mod path and not the models internal structure, thus missing a crucial subdirectory.
I Guess...
#125 posted by metlslime on 2007/02/15 21:08:08
the thing I'm worried about is that "replacing a texture that exists in the mdl" might be a feature of a number of engines, but it seems completely up to chance whether each implementation happens to work even when the texture isn't in the mdl file.
So you could try it, and it could work in some engines, but who knows which ones.
Omus
#126 posted by frag.machine on 2007/02/19 16:43:23
[quote]
If you have new skins you to include external files for the custom model right? In that case you might as well create a custom progs and run it as a mod.
[/quote]
Yeah, but the thread theme is about making new stuff without new progs.dat, so I believe it's still on-topic :).
Player Weapon Damage
#127 posted by ijed on 2007/02/28 22:17:58
Can I increase it with superdamagefinished as for monsters? If so how - because it'll need to be set for coop as well. I'm guessing this will be more difficult than a standard monster hack . . .
The idea is to boost the players close combat attack to make it a viable alternative to the SSG and not just the SG. And make it a choice against tougher creatures, since I've omitted knights from my pack.
I reckon about the same damage as a rocket, so two hits would kill and ogre, four a shalrath - though I'd have to playtest alot so as not to unbalence the game.
Not Without Modifying The QC
#128 posted by Lardarse on 2007/03/03 04:11:31
Also, quad wwould affect all weapons, not just the axe.
Ah Well
#129 posted by ijed on 2007/03/03 23:32:05
It was just a thought, maybe for the next time. It�d also affect alot of things, eg. it�d be easy to lose ammo backpack pickups by gibbing too many monsters.
Question
#130 posted by mechtech on 2007/04/09 04:22:58
Any way to use stuffcmd in a map ent??
Mechtech
#131 posted by JPL on 2007/04/09 08:09:50
it is possible in Quoth Pack. Just use info_command or trigger_command, and and your command in the message field. Maybe you should ask Kell or necros for further details.
Which Brings Me
#132 posted by aguirRe on 2007/04/09 11:18:11
to a bug in info_command in Quoth; there should always be a newline "\n" at the end of the string, otherwise the engine might not execute the command properly.
The Quoth doc doesn't include this information.
Bprint?
#133 posted by gulliver on 2007/06/18 23:21:44
I want to do a coop map. It would be nice if there was a way to broadcast a message to all players (like "the gate is open"). The closest thing I could find is ClientDisconnect(), but that still bprints "left the game." after the message that I put in .netname. Is there some way to hide that 2nd message? I tried flooding it off the screen but it didn't work. It just moves my message up on the console.
Sorry. I Meant ClientConnect()
#134 posted by gulliver on 2007/06/19 00:30:17
#135 posted by Lardarse on 2007/06/19 02:52:37
sprint() ?
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