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 ...
???
#1660 posted by mfx on 2015/08/23 22:04:13
/n /n /n
/n
/n
#1661 posted by mfx on 2015/08/23 22:05:39
/not
#1662 posted by necros on 2015/08/23 22:45:26
it does? i have used stuffcmd a lot, i honestly don't remember it doing that. :(
#1663 posted by JneeraZ on 2015/08/23 23:01:45
Maybe changing the gravity is a special case ... it actually lies too. It says gravity has been set to the older value instead of the current one. It's a major troll.
#1664 posted by JneeraZ on 2015/08/23 23:01:57
stuffcmd ( player, "sv_gravity " );
stuffcmd ( player, ftos(self.count) );
stuffcmd ( player, "\n" );
Technical Tip
#1665 posted by Preach on 2015/08/23 23:16:17
You should use servercmd instead of stuffcmd, because in coop the player may not have the rights to change server settings. Not sure if it spams the console less...
#1666 posted by JneeraZ on 2015/08/23 23:55:59
My QuakeC has never heard of servercmd or server_cmd ... ?? Google is coming up pretty dry as well.
#1667 posted by necros on 2015/08/24 00:04:42
i think he meant localcmd. executes commands as if they were typed on the server's console. (stuffcmd is like if the player types it)
Oh Cool
#1668 posted by necros on 2015/08/24 00:06:54
http://www.gamers.org/dEngine/quake/spec/quake-spec34/qc-menu.htm
is useful. i remember printing this out way back... lots of nice info in there and easy to sort through. see 8.10 for localcmd.
#1669 posted by JneeraZ on 2015/08/24 00:33:06
Thanks for trying but, no, same ...
#1670 posted by JneeraZ on 2015/08/24 00:33:32
Might be that changing gravity is just one of those things that Quake feels the need to tell everyone about. :)
#1671 posted by necros on 2015/08/24 00:39:38
ohh bizarre, i just noticed that. i think that is the only (or one of the very few?) variables that, when changed, prints text to the console.
whelp, you can try mfx's suggestion of just adding 3 extra '/n's to push that output away, but they'd have to be on the NEXT frame, so you couldn't just do localcmd("sv_gravity 100\n\n\n\n\n");
you'd need to track when you changed the gravity, and then next frame run the newlines on stuffcmd for EACH client. ugh.....
#1672 posted by JneeraZ on 2015/08/24 00:45:25
I tried setting it up so it would think 0.1 seconds later, jam 3 newlines in but it seems to ignore those for whatever reason. Nothing happens.
Unless there's an elegant solution, I'll just live with it. Chalk it up to Quake being Quake...
#1673 posted by metlslime on 2015/08/24 00:50:10
Try setting .gravity on every entity individually?
#1674 posted by metlslime on 2015/08/24 00:50:33
How does quake do it for e1m8?
#1675 posted by JneeraZ on 2015/08/24 01:08:44
E1M8 is a QuakeC hack ...
cvar_set ("sv_gravity", "100");
I guess they don't care that it spams the message out. Or maybe you just don't notice it during the level load, I dunno ...
It's right at the very top of "void() worldspawn" ...
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