Thanks
#178 posted by ijed on 2011/02/28 12:12:00
Also, I've got a more appropriate name for the mod, since the last one was so controversial.
RePlaceQuake
Fake-Quake
#179 posted by RickyT33 on 2011/02/28 12:43:09
God-Sake-Quake
...Quake 2
#181 posted by ijed on 2011/02/28 13:08:26
#182 posted by mh on 2011/02/28 13:17:50
"I can't believe it's not Quake"!!!
Temblor
#183 posted by meTch on 2011/02/28 14:21:00
"I Don't Want To Believe It's Quake!"
#184 posted by Spirit on 2011/02/28 16:06:21
How about
AnotherQuake
...Quake 2
Thats a can of worms for a different community >:D
Lol @ Schbiridt
#186 posted by RickyT33 on 2011/02/28 17:13:03
Is There A Quake 2 Community?
#187 posted by Drew on 2011/02/28 18:23:36
#188 posted by - on 2011/02/28 18:56:52
"Generic Quake Mod"
Drew
#189 posted by ijed on 2011/02/28 19:09:04
He's called Geoff.
Ah No,
#190 posted by ijed on 2011/02/28 19:09:25
AguirRe is working on Q2...
#191 posted by Yhe1 on 2011/02/28 23:22:13
Scrags should know how to use their flight to their advantage when in fighting with other enemies.
#192 posted by necros on 2011/02/28 23:36:19
figured out a nice way to do this recently. wish i had known back when we did the gaunt.
in order to get a monster to fly up or down w/respect to an entity, they have to have that entity as their .enemy as well .goalentity.
you can make a helper entity, set that to the height you want, and then, when you are calling movetogoal, swap the actual enemy with the helper and then put it back after the monster has moved.
this lets you make monsters fly up higher than the target.
They Can
#193 posted by ijed on 2011/03/01 00:06:18
Blink to escape further damage after the first hit and strafe a bit. Having them fly up or down is more complicated since we removed the vertical autoaim - there were many cases where it broke gameplay or was just annoying / stupid.
#194 posted by metlslime on 2011/03/01 00:24:09
you can make a helper entity, set that to the height you want, and then, when you are calling movetogoal, swap the actual enemy with the helper and then put it back after the monster has moved.
I do this with rubicon2 centurions to make them move up and down as well as side to side, during combat.
However, they are still dumb as a brick when it comes to pathfinding (i.e. they have no understanding that they need to go over a wall to get to you.) This is a general problem with all quake monster pathing, but flying guys have more options so it's more obvious when they don't use them intelligently.
Yeah
#195 posted by necros on 2011/03/01 01:18:32
i've been thinking of trying to do some actual path finding in qc. it seems to be a daunting task though.
has anyone ever tried that hl2 pathfinding method where you basically just scatter these entities all over the map and then monsters use them as nodes to navigate?
these days, with fiztquake protocol having basically unlimited edicts (what is it, like 32000?) it wouldn't even be that big a deal.
Technically...
#196 posted by metlslime on 2011/03/01 02:05:54
even with protocol 15 you can have 8192 edicts, and in fact you can go beyond that if you want and the only loss is that higher-numbered edicts can't play sounds.
ZealousQuakeFan Needed >2048
#197 posted by RickyT33 on 2011/03/01 03:35:46
In something I saw. I dont know how many but I gave it 4096.
s'okay Ricky that was Fitzquake's default edict limit of 1024 iirc. it's just a cvar you can increase, so something to mention in a readme I guess.
Actually hit that limit a while back, should look at how many edicts it's got now :E
Heh
#199 posted by RickyT33 on 2011/03/01 13:35:26
You could use make a start map, and use an info_command in the start map to raise the edicts limit. Seeing as you are using Quoth, I think that would work :) Anyone?
Autoexec
#200 posted by ijed on 2011/03/01 13:50:45
Is better since you don't have to load anything up. Any commands you put in there are executed when Quake loads.
#201 posted by mh on 2011/03/01 14:11:16
Of course the RMQ engine itself doesn't actually need this kind of thing anymore; it'll load 'em all irrespective of how many you have.
Yeah RMQ loads it without complaint and runs it best. Fitzquake is okay too, fires a load of warnings at you and drops frames a lot more in intense fights mind :E
Darkplaces just chugs. Wonder how many people would whine about that :P
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