.
#2511 posted by ijazz3 on 2018/05/05 10:27:24
So in which file can I find a way to derive?
Do I just add
.float items2 in defs.qc?
Then how do I add stuff to it?
Treat It The Same As Self.items
#2512 posted by Qmaster on 2018/05/05 15:51:24
Ya just add it to defs.qc or anywhere in the compile order before you use it.
Add in any IT2_JAZZYSTUFFBITS = 1, 2, 4, 8, 16, etc flags. The only really tricky bit is in situations like weapons where you need to know when to check .items and when to check .items2 or you'll be able to switch to weapons you don't have, or accidentally give yourself quad or something.
Can Teleportation To A Random Destination Be Done In Qc?
#2513 posted by lokus on 2018/05/09 15:10:32
if a trigger_teleport has multiple destinations with the matching targetname, it will always pick what I assume is the the one that is loaded first in the map and therefore has the lowest index of some sort that the find function looks for. I'm not really sure how it works since find is only defined as #18 in the code. I'm not very well versed in qc or regular c for that matter. I implement stuff by deriving heavily from existing code, so I'm at a loss here.
I need a more thorough find function that takes an additional index parameter that returns the first entity whose targetname and index match the given arguments. Then I would only need access to the amount of entities with that targetname and could generate a random number between 0 and that amount to use as the index argument.
I assume the reason find isn't defined in qc is that the the finding process can only be done by the engine, which would be a death sentence for my mod. I stand even less of a chance of understanding complex engine code than qc, and even if I did manage it the mod would be dependent on my custom engine branch which would make it an even harder sell to potential players.
I'm pretty much ready to throw in the towel, but I figured I'd try consulting the mighty code wizards first. Is there a way you could see making random teleportation work without engine modifications?
#2514 posted by Spike on 2018/05/09 15:21:33
just call find in a loop with the first arg set to the previous call's return value, until it returns world.
you then know how many matches there are, and you can pick a random index and select that destination with a second find loop.
no engine changes necessary.
Thanks Spike
#2515 posted by lokus on 2018/05/09 17:49:46
works like a charm
Alternative
#2516 posted by Preach on 2018/05/10 08:53:17
Here's a sneaky way to randomly select while only looping through the list once
https://tomeofpreach.wordpress.com/2013/10/19/random-entities-find/
Post 2513
#2517 posted by ijazz3 on 2018/05/16 13:09:55
If my memory serves me well,
Custents has a random teleport code.
Or was it nsoe_devkit?
It's Getting Annoying
#2518 posted by ijazz3 on 2018/05/16 13:13:34
I keep getting this error
Warning Q208:progs CRC not recognised from quake or clones.
This always happens.
If I make a new weapon to add to RRP?
Happens.
Copy the fx_beam and telefrag?
Happens.
Part of my code is copied and modified from RRP,Custents and some other sources.
Today I had to reset all my code because of their error.I call it an error because it compiles,but you can't run the game.
How does this warning happen and why?
How should I fix it?
#2519 posted by Spike on 2018/05/16 20:42:46
Warning Q208:progs CRC not recognised from quake or clones.
This can be translated to:
Don't fuck with the initial part of defs.qc
NEVER change 'ANYTHING' before the 'end_sys_fields' line of defs.qc or you get that warning.
(actually, you can change comments, add some preprocessor (like #pragma warning error Q208 etc), etc, but if any of the basic types or names changes, or any symbols are added or removed, then you will have problems as the interface between the engine and progs will end up incompatible.)
(one option is to just include [fte|qs]extensions.qc (not dp's though) before your defs.qc, as it includes systemdefs appropriate to its configured target. you'll also get extension builtins defined for you.)
Or Use A Separate Defscustom.qc For Your Mod Variables.
#2520 posted by Qmaster on 2018/05/16 21:40:09
Thanks
#2521 posted by Ijazz3 on 2018/05/17 10:39:06
Thanks Qmaster and Spike.
I'm using a custom Def's.qc called astaf.qc,which was the name of my cancelled Half Life mod.
Sorry For Double Post
#2522 posted by Ijazz3 on 2018/05/17 10:40:26
How do I use the Gyro library?
I've added it to my mod,but it's a little confusing.
I think I'm going too fast,this is my first mod after all.
Sorry For Double Post
#2523 posted by Ijazz3 on 2018/05/17 10:40:27
How do I use the Gyro library?
I've added it to my mod,but it's a little confusing.
I think I'm going too fast,this is my first mod after all.
Sorry For Double Post
#2524 posted by spy on 2018/05/17 13:51:26
How do I use the Gyro library?
I've added it to my mod,but it's a little confusing.
I think I'm going too fast,this is my first mod after all.
It's Been A While
#2525 posted by Qmaster on 2018/05/17 17:24:11
I haven't messed with Gyro in ages, but you might be able to take a look at how things were done using it in the SMC (Small Mod Compilation) created by sevin: http://quakeone.com/forum/quake-mod-releases/finished-works/6241-small-mod-compilatio
I'm stuck in an airport for a few hours so maybe I can poke around and let you know what I find.
..
#2526 posted by ijazz3 on 2018/05/25 10:27:51
bumpity bump bump
I Haven't Found A Working Link For Gyro Yet So...
#2527 posted by Qmaster on 2018/05/25 22:17:45
..a Mammuth Sized Shambler ! Headed To Preach..but Not Only
#2528 posted by komagama on 2018/06/09 00:49:46
Hi.. is it possible to create a huge Shambler (10 times the player size) ? What about bouncing-box issues ?
What qc changes needed ?
My map is called "Hunt 4 The Great White"
Komagama Muth
#2529 posted by madfox on 2018/06/09 03:30:39
Here's one. I made it eight times as big as the original.
Bouncing box extends automaticly.
If you use it without changes it flashes from its heels, and can only be hit when you hit it in its foot.
Just for try out, replace it in your progs with the original one and give it enough space.
The best way to make it addepted is by mulyiplying all counts of walk and run with 8. Also the magic lightning will need that number.
I included a mdl and a probable qc, no idea what will happen.
Didn't test the beast.
Some Adds
#2530 posted by madfox on 2018/06/09 04:07:51
I made a quick try and it seems to work, unless...,
you delete the original shambler out of your qc as all names are the same.
If you need small shamblers too, then give all related names for shambler in the new qc file another name, ie mamuth.
The bouncing box doesn't fit, it's way too small. Although I altered them too. Also the lightning emerges so high its inside its corps. So some alterations are needed here.
I was afraid the skin would look horrible, but that isn't the case.
I just can't escape from it as it moves that incredible fast.
Bouncing Box?
#2531 posted by Qmaster on 2018/06/09 14:23:26
Is that what we are calling the bullet interactable box now to distinguish from the physical box?
BounDing box max is hull 2 size of 64x64x80. However, setting the size of a monster to something larger in qc allows bullets to hit it at the larger size even though its physical size is the same. E.g. It could still fit in 81 unit high spaces however, and have its model sticking through the ceiling.
Oh Thanks To All.. Another (fancy) Question
#2532 posted by komagama on 2018/06/09 18:35:41
supposing I make a total conversion eligible for sale commercially.. what exactly is gpl ?
-I've read that qc code(progs.dat)also is an "asset" because is read by engine as data ?!
Then should I rewrite it all from scratch ?
-And what about the .exe's(glquake.exe,winquake.exe,darkplaces.exe,fitzquake.exe) since are not included in id released source code !
My Name Is Madfox And I Want My Money Back!
#2533 posted by madfox on 2018/06/09 22:21:53
GPL is a copyleft license for software, devised by Richard M. Stallman of GNU, who (in short) states that you can use the software to do what you want, including customizing and selling, provided you pass that right on to others and the author. (s) of the software. In concrete terms, the foregoing means that if you want to distribute software that has been published under the GPL, the source code will have to be added. This source code may then be further distributed under the GPL. Anyone can choose to publish his or her program under the terms of this license.
You don't need to rewrite it, as long as you include the code you might have read the scripts that are in the qc that state:
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
See file, 'COPYING', for details.
But seriously komagama, I thought you were mapping for fun. I understand your considderation of making a commercial project but then why not start with something like gamemaker?
I'm mapping for several years now, I have only the love for the game, and when I ever had the intention to sit on iD's hat for making a commercial addon I probably had stopped many years ago.
Don't get me wrong, I don't want to disappoint you, but I've seen it before. People with the best intentions to make a coin out of hard earned worked getting screwed off by others who just wanted a piece of the (qc)ake.
Anyway, it is your decision. But watch out, I would love to play your map for free, but if you would ask money for it I would become so critical you wouldn't like your own map anymore.
So I'll start with ten bitcoins for the advice I gave.
:P
Just Kidding Komagama
#2534 posted by madfox on 2018/06/09 23:33:37
You can find the correkted file here.
It's the mamuth.mdl of the super shambler, the h_mamuth.mdl of its head and the mamuth.qc.
If you compile this file you can use it with the normal shamblers in your map, with this result. The bouncing box is right his size.
Only thing left is tweaking the size of its lightning, but I supose it will always be beyond the player view, due to its size.
Succes with it, curious to your map.
Thank Madfox.. But
#2535 posted by komagama on 2018/06/10 06:36:51
i'm not a noob in game-designing, sorry if I gave that impression.. Fact is there's something in gpl quake code that I cannot understand:
help me if you can:
-may I use big portions of Id qc unmodified (ai.qc, buttons.qc, monsters.qc) ? Carmack stated that you can create your standalone game based upon that code..
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