#21570 posted by negke on 2012/04/04 11:10:49
How would one go about fixing it anyway?
What about some sort of max_damage value for those monster classes?
Holy Lol
#21573 posted by czg on 2012/04/04 11:59:46
��String, or nothing!�� shrieked Gollum, Hermes handbags
Haha
I always laugh at this shit. So much effort to peddle Louis Vuitton bags, do they not realise that there's like 10 people coming to this site and they all have dicks?
Unless of course some of you are Chinese women and neglected to mention it!
Well, surprisingly enough... <pulls off wig>
Fiend Fix
#21576 posted by Preach on 2012/04/04 12:39:36
You need some kind of flag on the monster so that when it does damage during a jump, the flag gets set. The monster then will not do damage on further collisions until the flag is cleared when the monster lands again.
Jumping Fiend Death
#21577 posted by Kinn on 2012/04/04 14:42:14
I'm pretty sure all you need to add is one line: self.touch = SUB_Null; just after the T_Damage call in Demon_JumpTouch
Anyway...I'm actually tempted to leave it in, remembering a beautiful moment when playing the N64 port of Quake as a kid - that one fiend guarding the entrance to the Wizard's Manse pushed my shit in about five times in a row (I wasn't very good at dodging back then). That little dude rightfully earned my fear and respect, and I'd feel a bit bad about treading on his memory.
Bleh I dunno, I need to fix it prolly 'cos there's dogs in my map which almost always land on my head and I don't wanna move 'em really. Doesn't really make sense to fix for just dogs and not the other monsters.
#21578 posted by JneeraZ on 2012/04/04 15:10:43
id may have left it in so they wouldn't have to deal with the resulting problem ... now there's a monster on your head. What happens? :)
Haha
#21579 posted by Kinn on 2012/04/04 15:25:49
good point :)
Although looking at the code, it does a check to make the monster jump again if it detects it's landed on problematic ground (loosely speaking) - I would have expected id to have made it also jump off if it lands on another monster/player - but the function seems to exit in that case in a way that makes me think they didn't really account for it.
Why Is Quake Injector
#21580 posted by RickyT33 on 2012/04/04 15:44:12
Not just an .exe file? I downloaded it yesterday because I was a friends and mentioned czg and Scampie's new maps, thought I'd show him the Quake Injector.
Basically I spend half an hour dicking around and couldn't get it working at all.
Does it support Windows?
#21581 posted by JneeraZ on 2012/04/04 15:49:17
It supports Windows. You have to have Java runtime installed though.
I also wish it was an EXE ... and that it would remember the sort order I set. I can't believe it doesn't do that. :)
Maybe Add A Timer Or Somthing To The Touch Code?
#21582 posted by czg on 2012/04/04 16:00:32
Add self.attack_finished = time + 0.5; and then return if time < self.attack_finished.
That way it wouldn't be insta-death because you touch every frame, but it would still hurt more than usual?
Maybe that would make it even worse, if it makes the fiend hang around in the air for longer.
How about doing some maths to see if it's the bottom of the fiend that's touching, and then do something based on that? Maybe pushing the player away could be interesting...
Yo Ricky
#21583 posted by Spirit on 2012/04/04 16:07:33
too dumb to read the readme file or the website? :)
willem: .exe would be great, we could not find anything good to do this though.
Ah - That Explains It
#21584 posted by RickyT33 on 2012/04/04 16:09:59
It works a charm on my computer, actually, just tested it. My friend said he had Java, but he was obviously mistaken.
Well
#21585 posted by Kinn on 2012/04/04 16:11:07
the first thing is a cool suggestion czg but as you say the fiend would still hang around on the player head in the same jump pose. I reckon i'll just extend the "jump again if on broken ground" check to also make it jump again if it lands on other characters.
As for pushing the player away - if it pushes the player off a ledge... might be just as annoying, but that would probably be a rare case.
It Treat The Jar Files
#21586 posted by RickyT33 on 2012/04/04 16:11:24
As if they were Winrar files on his computer. Which was weird, because when you open a jar file with winrar, you can see all of the source files of the project. And access them.
Ok
#21587 posted by Kinn on 2012/04/04 16:13:31
just realised that if I make the fiend bounce off other characters as described above, then they would be Mario-style fiends.
It is decided then.
Marios Have Eyes.
#21588 posted by metlslime on 2012/04/04 16:41:05
But
#21589 posted by Zwiffle on 2012/04/04 16:56:13
Do they have a moustache?? I say NO!
Remove it, Fiends already do enough damage. Instant death is annoying particularly when it's completely out of the blue and not automatically suggested (ie a huge crusher or a bottomless pit)
New Website For Dspdm Serie Maps
#21591 posted by xDeadLy on 2012/04/04 22:47:35
Hello friends,
I'm DeadLy_sp (spanish mapper) author to DSPDM qw map series and want announce my new website design.
New blog:
http://xfdesigner.blogspot.com
Thanks for support.
--
Attentively,
Xavier Ferrairo
Feels Like 1999!
#21592 posted by SleepwalkR on 2012/04/05 09:23:48
#21594 posted by quaketree on 2012/04/05 12:31:02
Mr. Peterman, is that you?
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