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Coding Help
This is a counterpart to the "Mapping Help" thread. If you need help with QuakeC coding, or questions about how to do some engine modification, this is the place for you! We've got a few coders here on the forum and hopefully someone knows the answer.
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I made a sprite of the Shambler's bold, this in order to use it in a mod for temperary bold flashes.

Now I'm sofar I can import the sprite in Quake.
I need the sprite to turn on and off.
I don't know if it's possible or I'm missing the logic to understand.

I used this code as bold.qc

$frame 0 1 2 3

void() bold_stand1 =[ $0, bold_stand2 ] {};
void() bold_stand2 =[ $1, bold_stand3 ] {};
void() bold_stand3 =[ $2, bold_stand4 ] {};
void() bold_stand4 =[ $3, bold_stand1 ] {};

void() model_bold =
{
if (self.style >= 32)
{
self.use = light_use;
if (self.spawnflags & START_OFF)
lightstyle(self.style, "a");
else
lightstyle(self.style, "m");
}


precache_model ("progs/bo1.spr");
precache_sound ("ambience/buzz1.wav");

self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;

setmodel (self, "progs/bo1.spr");

setsize (self, '16 16 16', '24 24 24');
self.think = bold_stand1;
self.nextthink = time + 0.1;

ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC);

};


Now I have bold sprite that constantly flashes.
I used the selfuse = light_use; to turn it on or off but it don't seem to work.
Is there a way to turn it on or of with a trigger? 
Well 
the logic is probably it is a static entity that can't be moved because it is a MOVETYPE_NONE

Ohter question: I'm coding LostSoul from Doom to Quake. If I give it the normal routines like stand,walk,pain,die and give it a bite like the dog for attack with self.th.melee

all goes right so, I should be glad I can archve it.
The distance the monster reaches while biting to the player is too wide. I don't know how to make it closer.

Then I decided to try the jump scene of the dog. Adding it to the qc worked, but there are some strange sidekicks.

Because LostSoul is a flying monster this doesn't compare with a walkmonster. The lostsoul make a giant jump, but it wants to land onground. And because it is a flying monster this is strange sight.
The monster bumps undergound, than jumps up 64 units, aims to the player, moves 64 units again and then returns to its jump session.
Also the chance of hitting the player is almost harmfull.

I know this is becuase I switch a flymonster with walkmonster code, but would it be possible?
A lostSoul that excellerates its move in air, without the bounce of a walkmonster. 
 
to get a flyer to fly toward the player:

take the origin of the enemy (player)
subtract from monster's origin
normalize vector
set monster's velocity with vector * speed you want it to move at.


local vector vec

vec = normalize(self.enemy.origin - self.origin);
self.velocity = vec * 1000;


you'll need to make a touch function to set self.velocity to 0 otherwise, things will get messed up when the monster tries to move from AI. 
Great! 
I had to make some prototyping to get my SolJumpTouch run, but now it is a fast Soul!

Thanks! 
MDL Question (cross Posted From Inside3D...) 
OK, so inside the MDL file format there is support for simple frames and group frames. I'm trying to get it straight in my head which is good for what.

It looks like things like the walltorch use group frames. Is this so the engine can start animating them on a random frame? I don't see anything in the QuakeC that uses this information so it must be engine side.

Am I thinking about this the right way? Do group frames have other uses? 
Groupies 
Basically a grouped frame is a way to make a looped animation on the client side, so the animation changes frame without any input from the server/qc. The advantages are that it uses no network traffic once it starts, and can be applied to a static entity.

From a QC point of view, the entire framegroup just looks like a single frame. Suppose you had a monster with:

regular frames run1 .... run6
a framegroup [idle1 ... idle40]
more regular frames attack1 .... attack8 etc

Then to get at the run frames you'd set
self.frame = 0...self.frame = 5
To play the idle animation you'd set
self.frame = 6
And to get the attack frames
self.frame = 7...self.frame = 14

One of the disadvantages of this arrangement is that the QC has no way of reading where the animation has reached at a given time. This would make it hard to sync a sound with the animation for example.

Open question here...when you have a QC command like self.frame = 6 on a model with a framegroup at frame 6 and NO random flag set, does that command start the animation from the beginning? I suspect that if the frame was already 6 it wouldn't work, as no network update is sent out for a frame remaining the same. If you could get that to work you could do some nice long idle sequences on a monster using them, without running out of frames for important things

So basically the use of them is to cut down on the amount of QC you need to make a simple looping animation. This is vital for static entities which don't have any qc interaction once created(hence static), and can make other things easier.

Another open question paired with a technical fact...If you poke around in the mdl specs like Willem has been doing, you'll notice framegroups come with a value to control the duration of each frame in the group. From my memory of messing with these thing, I could only ever get it to obey the duration of the first frame in the group, the rest of them just automatically followed that. Is that a long standing bug/just Carmack forgetting to add (frameindex*framesize) to the pointer to retrieve it? 
 
I thought that the animations ran at 10Hz or something and that was that. I know the spec has that array of floats that are claimed to be timings, but nobody ever talks about them so I sort of assumed that they were always set to even intervals or just plain didn't work.

All the fire and stuff in Quake seems to animate at the same speed, at least to the naked eye. 
 
i could never get the framegroup animation speed thing to work from within qme3.1 :S 
 
Could someone with engine familiarity confirm or deny if that code works or not? I'll bet Preach is correct that either it's being ignored intentionally or Carmack has a bug in the engine where he doesn't read the values in correctly and never noticed. 
Well 
Admittedly when I managed to get different rate framegroups to work I was using darkplaces, so it's possible that regular engines have no support for it and darkplaces had slightly broken support for it, I will go away and check this weekend(hopefully).

As for the 10Hz thing, it isn't hardwired into quake that things animate at that speed, but there are 4 reasons why it is almost exclusively used.


1: It's the rate at which all the existing quake models are animated. So anything new usually follows that pattern.


2: The QC shorthand way to define animation functions in quake like

void() ogre_stand6 =[ $stand6, ogre_stand7 ] {ai_stand();};

implicitly assume a 10Hz rate, they insert a self.nextthink = time + 0.1; at the start of the function. You could change that in the function body:

void() ogre_stand6 =[ $stand6, ogre_stand7 ] {ai_stand();self.nextthink = time + 0.05;};

but it's awkward, and also the original nextthink remains before it.
(I think a nice fix would be a way to specify $fps in the $frame macros, and then have the compiler insert the correct nextthink time when expanding animation functions. But I've barely managed to get FTEQCC to compile, so it may never happen.)


3. It is the framerate which the game will guarantee - if the game is being so slow that it can't achieve 10 fps then it will slow down game time. You might set thinks every 0.05 seconds and have them still occur every 0.1 second in game. Of course, in the real world quake is 10 years old and so never runs slow, but it's a nice theoretical.


4. The other limits of the mdl format start to show once you start animating at higher framerates. 256 frames only gives you 12 seconds of animation at 20fps, and you have to cram all of a monster's death/pain/attacks into that length of time. Often doable, but pretty tight. Also, the compression of the vertex coordinates means you get rapidly diminishing returns on increasing the framerate. The result wobbles might be worse than keeping 10fps and letting the engine interpolate at higher precision.


I don't think any of those things is enough to completely kill working at higher framerates though. What I'd like to see is some specified use of it. Keep 10 fps on unimportant/low motion animations like idle poses. But when you have a big sweeping motion like a sword slashing, increase the framerate for that to 20. This gets around both of the problems of point 4 there.

If you do run into problems where you have too many frames to increase the framerate, it may be possible to abuse framegroups to provide the interpolation you need. This does rely on two things - that you can set custom framegroup fps, and that when you enter a non-random framegroup from a different frame, it starts animating from the beginning. 
 
OK, so in further poking around am I right to assume that an MDL will either be using simple frames OR group frames? There's no mix and match going on, correct? 
Combined Force 
You can in fact have both in the same model, it is possible to combine the zombie crucifiction frames into one framegroup and make crucified zombies static(but then you don't get the random duration of frames or the sounds, so it's not a PRO TIP or anything). Doing that doesn't affect the rest of the frames in the model, so regular zombies work as normal.

Also, changing the rate is inconsistant: in glquake engines the duration is taken from the first frame, in winquake it reads each frame duration correctly. There's an argument there that the bug should be fixed in glquake engines there, but best practice is probably to use the same rate for the entire framegroup, and set it in each frame so that winquake handles it the smae.

The bad news is that when rendering a framegroup which isn't random, the frame to render is just calculated from the world clock, rather than the time since that framegroup was set (That is assuming I've read the relevant code correctly). This means you can't abuse framegroups to provide increased interpolation with the same number of frames on the QC side. 
 
Ahh OK. Well, good to know then. i'll need to handle it all gracefully then, no shortcuts. :) Thanks... 
Framegroups 
When I tried to combine the skull of Lostsoul with the flame2.mdl I was overtaken by the fact that Quark407 in model import reakts:
can't handle framegroups.

Is there a way to break this options so I can manipulate the modelframes? 
 
open flame2.mdl in qme, remove frame groups, save, open in quark. 
 
framegroups, does this mean
the parts of vertices within a frame like the different flame parts,
or different frames?

The only way to avoid this "no framegroups supported" for me is by exporting a flame2.dxf and import it back as a new model. Then I can reimport the multiple frames, and quark can import it. 
 
Frame groups, as I've come to learn over the weekend, are basically a collection of frames that are special in that they will animate autonomously without having to tell the server about it. Each frame is a complete animation frame, just like the simple frames in other models. 
So 
the different parts in one frame make quark tell it is a framegroup.

I know nothing about servers and how it works in quake.I just wondered why one frame left in qmle after deleting all other frames in flame2.mdl still errored quark with framegroups.

It is the same error I had after decomposing a death frame to divided parts. After saving they were all melted together again. 
Animated Skins 
It looks like MDLs have support for animated skins but no MDL that I ever open has one. Can anyone recall a model that had an animated skin on it in a mod or anywhere else? 
No, 
but i believe you are refering to skingroups?

i've heard people talk about that but never found out how to do it, myself. 
 
Sorry, yes, skin groups. I see them in the spec and was just wondering if they've ever actually been used. I guess once these tools are further along I'll just test them out and see what they are. 
Have You Watched The Cutscenes 
on Nehahra? They have like facial animation as in the mouth texture has two frames. Also isn't there some blinking? 
 
Well, how are these skingroups used? I'm going to assume that it's like the frame groups - some sort of automated animation system. If that's the case, I guess they could have had a moving mouth with blinking thrown in here and there to make it work (no lip syncing at all but that's probably a given in the Quake engine). 
Ricky 
i believe the talking and blinking (not sure about the blinking, that may have just been random?) was handled via impulse commands and that the 'actor' players would do that themselves. or it just occured to me, they maybe did it in post in a demo editor. 
Hmm 
just to clarify, do you mean something like painskins (sweeeet)?

http://www.inside3d.com/showtutorial.php?id=95

Or, an animated concurrent effect? 
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