Madfox
#1635 posted by Preach on 2015/04/30 06:38:44
You aren't running the model_flam function anywhere, which partly explains why you aren't getting an animation.
Can't Flim-flam
the model_flam.
Rascalling Again
#1637 posted by madfox on 2015/04/30 11:24:17
I'm just shooting in the dark.
I tried another way in the entity.qc by making a missile_explode, _touch, _launch and make the entity shoot the sprite. I only see one sprite frame, while there are 12.
Trying to add the flameframes of the sprite I can't use the entity.qc because it has it own frames.
The weapon.qc has already the grenade sprite so there it won't fit either.
So the script was a site file to make the entity launch the sprite as an attack scene of a kind of flamethrower.
Where do I make this call to the flame.mdl.
Probably it needs another statement to get the result.
Spagetti
#1638 posted by madfox on 2015/04/30 11:29:02
What I did was the first part at the end of model_flam make a flame.qc
and try to use the rest as the attack scene for the entity.
Why Not
#1639 posted by ijed on 2015/04/30 17:04:52
Steal the one from the Rubicon2 source?
Not Bad
#1640 posted by madfox on 2015/05/01 01:24:39
reminds me of all the maps I haven't played yet.
Increasing The Character Count Of My Trigger_multiple Messages
How do I do this? Do I have to edit something in the triggers.qc or suchplace? Any guidance would be most highly appreciated.
#1642 posted by necros on 2015/07/01 03:33:49
that is limited by the engine, unfortunately. :(
be more succint, or use trigger_multiple that hits 2 trigger_relays, one with no delay, another with a delay of 2 seconds.
some custom engines can display more text, I think?
Not An Actual Question But
#1643 posted by aDaya on 2015/07/11 16:49:17
The Inside3D website has been hacked for a while (and somehow nobody on the forum mentionned this) and that really bums me out because its tutorial page had a lot of useful stuff that helped me started some coding.
Is there a way to get them back, or at least some of them?
#1644 posted by Spirit on 2015/07/11 17:45:31
Archive.org
Probably Asked, But...
#1645 posted by adib on 2015/07/16 22:35:32
... where's that sticky post pointing the very basics to qc newbies?
I was thinking about another "total conversion": new monsters, new weapons, new player. How much the engine code is coupled to Quake stock assets? If I replace the Shambler model for a Santa Claus that shoots cotton candy, will I break something?
#1646 posted by adib on 2015/07/16 22:40:09
I think the right question is: in order to do a total conversion, what can I actually replace without touching engine code?
Everything
Separation Anxiety
#1648 posted by Preach on 2015/07/17 01:02:18
Quake actually has a really good segregation of duties between the engine and the QC code - I've heard how much harder it is to decouple gameplay and visual modifications in DooM. A good example to have in mind is the total conversion Malice, which replaced every graphical and audio asset in Quake, with completely different enemy behaviour and gameplay. All of this was accomplished without any modification of the engine (it predates the source being published).
There are some places where changes are more difficult/impossible to make, like the HUD or the fundamental physics or the rendering of surfaces. But if you want a monster with all new animations, behaviours and attacks, that's easily in reach of QC.
It's a shame Inside3d has been hacked, as that used to be a good place to start. However, the best resource for a new coder who wants to modify monsters is AI Cafe, and although the original site is long gone there's a mirror at:
http://www.quakewiki.net/archives/aicafe/tutorial/main.htm
Although I love promoting my own site, unfortunately it's pitched at the vanishingly small "experienced QC" crowd, so go do the AI Cafe tutorials first.
#1649 posted by scar3crow on 2015/07/17 03:52:29
Funny you should mention that today... with AtomicGamer going down, Inside3d is in the process of relocating to insideqc.com FrikaC registered it today and already migrated the forums. Hopefully less... hacked at, this time.
Subculture
#1650 posted by madfox on 2015/07/30 23:10:03
While playing Criterion's "SubCulture" underwater adventure I found in the data bank a file called scen1.bsp.
I know it's a stupid question, but in my attempt to break it open, hoping to make my own levels, is a bit top off my hat.
Sureley it's a complete diferent bsp file as the regular quake maps, but I feel I'm not the first one to try.
Is there any chance of luck making this happen, or is it the same dead end as trying to decompile the Malice progs?
I LOVE THAT GAME
#1651 posted by Spirit on 2015/07/30 23:43:57
It has nothing to do with Quake's bsp format, it uses an early version of Renderware. I once managed to persuade Rich to reverse engineer the format of the models, so Noesis supports those. But I think not the map itself, always wanted to try that.
Anchor
#1652 posted by madfox on 2015/08/01 09:56:57
I had my old 3dxf vodoo card,
and saw there was a retexturing project in 2008.
Games like Unreal and Rune have a fine look with it.
So I'm not the only tin can in the ocean, but I sure would like to make
maps for it. It would make the game's potential so much larger.
Hi Warren!
#1653 posted by Shambler on 2015/08/22 20:23:44
#1654 posted by JneeraZ on 2015/08/22 20:29:37
WTF? Couldn't find it.
Anyway ... thanks!
My question for those who are in the know is this ... in the monster death routines, does it add any efficiency to change this:
void() wiz_death8 =[ $death8, wiz_death8 ] {};
Into this:
void() wiz_death8 =[ $death8, SUB_Null ] {};
It seems like in the original code it will just loop forever on the corpse setting the last death frame for all time.
Why is SUB_Null a terrible idea?
#1655 posted by necros on 2015/08/22 21:28:03
you are correct, it does loop forever.
doing sub_null is a good idea and I don't know why ID chose not to do that. it's possible that at the time they were doing the scripts that entities had to be 'active' with a nextthink and valid think to be able to move (this is how bsp movers work, for example).
what i prefer doing is to make an ai_dead() method that i run at the end of any monsters death anim. this way I can hook things in easily to all monsters and in this method, i'd just do a self.think = SUB_NULL; along with a self.nextthink = 0.
if you really want to be nuts, doing self.nextthink = 0 is probably the most efficient because that will cause it to never think with a single operation. but that's just getting silly. ;) ;)
Deez Nuts!
Got eeeem!
#1657 posted by JneeraZ on 2015/08/23 21:44:01
So, here we are again ... Is there any way to use the "cvar_set" function without it spamming to the screen?
For example:
cvar_set ("sv_gravity", ftos(self.count));
Works great but it spams the fact that's changing it to the screen...
#1658 posted by necros on 2015/08/23 21:50:27
is using stuffcmd an option?
#1659 posted by JneeraZ on 2015/08/23 22:00:31
Good idea, but it spams the results too.
I mean, it's not terrible but it's less clean looking ...
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