Never Mind
#2261 posted by Kinn on 2017/02/14 03:41:41
Hacked it in by raycasting from rotated and scaled texture coordinates along the direction of the projection axis onto the face plane and then measuring the distance between the points where the rays hit the plane.
If anyone's wondering, I was tested some retarded idea in Unity. Conclusion: idea was in fact retarded.
Quake Mod With Deleted Enemies
#2262 posted by SpanishDiablo on 2017/02/15 19:24:03
Dear Quake 1 community:
I'm looking for a SP mod for Quake 1 restoring the vomiting-tarbabies-Vomitus, the nailgun-ogre and the teleport-Vore/Wizard. I know you have very similar things in the community, but so far have been unable to identify them.
May you help?
Thank you!
I made a mod a while back which restored the ogre nail thing. The grenades are better, waaaay, better.
I'm not saying give up, I'm saying you'll probably be disappointed in that functionality.
Non-Euclidean Geometry?
#2264 posted by charles the cat on 2017/02/17 00:43:44
Do there exist mods that add worldportals? If not, how could they be implemented? My understanding of binary space partitioning suggests that this should be possible without wierd, hacky solutions like complicated dynamic camera/teleport setups.
Generic Question
#2265 posted by czg on 2017/02/21 12:46:25
Can you guys think of anything that's saved in a standard savegame that is specific to a player's preference?
The only thing I can think of is the player netname, which might not be something you care about in a singleplayer game.
Thinking about how feasible it is to include a savegame file with a map, for reasons
@charles The Cat
#2266 posted by damage_inc on 2017/02/21 13:20:38
I may not understand you correctly but...
Xonotic(Dark Places engine) has portals, and a member of Quake One, Nahuel I think, modified the QuakeC(progs.dat) for it to work in regular Quake(again DP only).
I have mapped with it and teleports are not used at all.
HTH's
CZG
#2267 posted by Preach on 2017/02/21 19:51:37
I did a map hacky thing which created a new adventure on e3m6 using a specially edited save game. As far as I know, nobody had any issues or any preferences overwritten by it.
PS: If you aren't combining this with the trigger_changelevel trick, then I sure will be sometime in the future...
Statue Model
#2268 posted by madfox on 2017/02/22 09:00:21
My attempt to convert my new model turned out wrong.
I took the code from soe.qc, deleted all new monster.qc and checked out the knight and hellknight. They both worked well.
Then I transcripted one of the two codes to my own model, but as result it wouldn't appear.
Is this statue code in someway assigned to these two monsters only,
or is my code messed up?
code
#2268
#2269 posted by Spike on 2017/02/22 11:18:49
surely that doesn't even compile...
Well
#2270 posted by madfox on 2017/02/22 21:04:33
it does, and it has a rather fancy skinn anim as the model in screenshots #14579 shows.
Why it is I don't know. I thought anim skin wasn't possible.
I think I screwed up the blrg.atk1 and balrog.atk names.
I thought the knight.qc and hknight.qc were ttached somewhere to the statue code only.
Found It
#2271 posted by madfox on 2017/02/23 00:02:58
missed semicolon.
Angles_x Question
#2272 posted by gland on 2017/02/27 00:46:03
Hi, please refer to this post where I describe a difference I found between how NetRadiant interprets angles versus how Quake 1 does (with regard to the orientation of models):
http://www.celephais.net/board/view_thread.php?id=61357&start=75
relevant image here:
http://i.imgur.com/KpBsWHB.png
I assume NetRadiant is geared up to conform to Quake 3's interpretation of angles. Is there a difference then between how Quake 1 and 3 do it - namely to do with angles_x being inverted?
#2273 posted by Spike on 2017/02/27 01:58:25
inverted pitch angles is an 'unfixable' clientside bug that was present in the original software renderer, that was replicated in glquake and all quake engines since.
bsps and sprites pitch correctly - like in *Radiant, and mdls (and by extension md3+iqm - hurrah for consistent inconsistencies) pitch the wrong way.
makevectors uses 'proper' angles, but vectoangles is also affected by the bug.
it was fixed for hexen2 and quake2, but if you want to run quake mods properly then things must remain 'broken', especially if you want to join a public server.
probably the easiest way to deal with it is to create two separate entity types or something, then the mdl/md3/iqm version can just do self.angles_x *= -1.
there shouldn't be any other angle issues, just that one.
Spike
#2274 posted by gland on 2017/02/27 11:19:04
Thanks - very useful info.
#2275 posted by R00k on 2017/02/28 02:37:26
"I just literally pulled all the precache calls from worldspawn out into a new method:
void precacheSounds() =
"
are you still calling precacheSounds() within worldspawn or else where?
Calling It In Worldspawn Exactly Where The Precaches Were Originally.
#2276 posted by czg on 2017/02/28 09:03:26
Randomized Velocity In A Range
#2277 posted by Bloodshot on 2017/03/01 03:31:21
Forgive me if this is more a general coding question but, is there a way to find a random number within a certain range? Like if I want a randomized x velocity from 150 to 300 for a gib
Or Rather
#2278 posted by Bloodshot on 2017/03/01 03:32:37
-150 to 300, sorry for not editing, forgot i had a login
#2278
#2279 posted by Kinn on 2017/03/01 03:41:20
(Random() * 450) - 150;
where Random() returns a random number from 0-1 - i assume QC has that?
A Better Answer
#2280 posted by Kinn on 2017/03/01 03:45:44
so yeah the general case for getting a random number between min and max is:
(random() * (max - min)) + min
where random() would be a builtin function returning a random number in the range 0-1
Thank You
#2281 posted by Bloodshot on 2017/03/01 04:01:56
How do i put a negative number in there? Like say i want a range from -250 to 250
#2282 posted by Kinn on 2017/03/01 04:06:04
It's no different, "min" is -250, "max" is 250, so that would be
(random() * 500) - 250
Thanks
#2283 posted by Bloodshot on 2017/03/01 04:12:48
First time i did it with negatives i must've entered something wrong, now it's working thank you
Any Way To Set Model Flags Through QC?
#2284 posted by Bloodshot on 2017/03/01 06:14:58
Hexen 2 has some extra model flags for trails that I can't set unless I merge models with QME, but I still can't get exactly what I want
@bloodshot
#2285 posted by Spike on 2017/03/01 10:20:20
random:
random(-250, 400) will give you a random number between -250 and 400.
this will work with any HexenC compiler, as well as fteqcc even when not targetting hexen2.
model flags:
fte and dp both have some .float modelflags; field.
unfortunately the networking only supports the first 8 bits, and isn't supported by any (non-fte) hexen2 engines, so it won't get you anyhwere.
you may need to resort to a hex editor. you want the 32bit int at offset 0x4c.
although I'd like to think that later versions of qme allowed setting arbitrary flags...
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