Roulf
Time to whip out that clip tool.
#28649
#28652 posted by xaGe on 2017/01/04 11:54:30
Not that you will learn much from the one short basic paragraph of info about that mod on that site.
@dumptruck, you're better off just downloading the mod and going through the readme and the Qc source which looks like you already have.
#28653 posted by topher on 2017/01/04 16:52:18
i checked the source and docs
pretty neat stuff
i quote:
------------
Particle systems with QuakeC - packet overflows made easy!
These were modeled after particle systems in high-end 3D apps, they are not the most user friendly entities around...
Emitters generate a "particle" (either a .spr, .mdl or .bsp) and toss it in a direction between the set angle limits. They can use an optional "death" model to simulate anything from rain, falling rubble, blasts of flames, forcefields, whatever... Note that these have absolutely nothing to do with Quake's built-in particle system. When the word "particle" is used on this page, it refers an instance of the model assigned to the emitter.
Effectors change the behaviour of particles that touch them (the emitter must have the "USEEFFECTORS" spawnflag set).
Emitters can be attached to a func_train_ext, for some really neat shit :)
------------
the implementation is different but both are entities emitters and similarly inefficient
Extrasr4
#28654 posted by Qmaster on 2017/01/04 18:11:50
Ahh, what a gem. I still love the gravity well effect that sucks in nails and curves them around. Would love to see this in an arena where some wells were by some sort of equipment that warps your bullets. Would make for some interesting ogre fights, esp. flak ogres.
IRC.
#28655 posted by Shambler on 2017/01/04 18:54:32
Is it b0rked for everyone?
Works Fine For Me
#28656 posted by skacky on 2017/01/04 18:55:33
Extar4 Mod
#28657 posted by madfox on 2017/01/04 19:13:46
I used the extar4 for burning barrels, which gave a fine effect on shooting them. Also had a fountain in it, but after five sprite emitters I got an eddict error. These particle emitter is a real memory assult.
The savest way to avoid it was to last it only for a minute.
Mostly used it for the better balanced func_train in PhantomPholly.
The func_water is rarely a real switch for mapping effort. Sad it won't last on spaces longer than 256 units and lacks animation.
Asfdasfasfasfadffff
#28658 posted by Shambler on 2017/01/04 19:29:52
[19:29:23] Connecting to server...
[19:29:23] Connection failed. Result: -102
[19:29:23] Disconnected from the IRC server "irc.quakenet.org`"!
[19:29:23] Reconnecting in 3 second(s)... (Cancel)
Re: ExtrasR4
@topher too bad - i was hoping this would be a good fix.
@Qmaster - that + Ogre nades sounds wild. This part of the mod does open up some interesting possibilities. But I was most interested in the sound trigger features. I hope to test the extrasR4 limits soon but if AD has something similar I may just use that for a project. I haven't reviewed the docs for AD yet.
re: particles for torches and similar - Instead of having proper entity based particles if you could have animated alpha textures you might be able to create a similar effect - wonder if this is possible?
@xage
#28660 posted by Baker on 2017/01/05 07:49:46
An previous version of that site had a dedicated extras R4 page with a ton of detail and screenshots and descriptions.
It would seem that page is no longer there. Maybe has to do with the PlanetQuake abandonment.
Yes, Looks That Way.
#28661 posted by xaGe on 2017/01/05 08:07:57
Most likely the reason you gave. I do remember the previous page years ago and with all the information your describing. It was very cool, too bad it's gone. Maybe it's archived somewhere.
The Download...
#28663 posted by Qmaster on 2017/01/05 18:43:09
Contains an html readme. Maybe its the same?
@qmaster
#28664 posted by Baker on 2017/01/05 23:06:58
At least the page lives on in the download ;-)
Looks The Same.
#28665 posted by xaGe on 2017/01/06 05:36:33
Poke Poke
Gonna poke the community for interest...
How would we feel about having a deathmatch mapjam at some point?
Obviously after a little while and all your creative juices have been refreshed.
I Personally Couldn't Care Less...
#28667 posted by Mugwump on 2017/01/06 17:56:16
...unless the maps also have SP capability. I don't play DM.
#28666
Sounds like a complete waste of time.
No Thanks
#28669 posted by mjb on 2017/01/06 18:12:22
I would not be interested, but a noteworthy idea!
What's The Best Bot Mod?
#28670 posted by Kinn on 2017/01/06 18:44:23
I'd be interested in playing some new q1dm bot action.
Unlike Some Of These Pricks....
#28671 posted by Shambler on 2017/01/06 18:45:20
....as much as I have no interest in DM, why not. There might be people who are keen to push their DM mapping, so it would be a good creative outlet.
Yeah What Shambles Said
#28672 posted by Kinn on 2017/01/06 18:47:57
I remember really enjoying playing against bots back in the day. Never got into real DM though, just didn't have the bandwidth or sk1ll4x
#28673 posted by metlslime on 2017/01/06 18:50:02
I always use reaper bots but i think that's only because they were popular back when I was paying attention.
I have heard frikbot mentioned a lot more recently.
#28674 posted by Mugwump on 2017/01/06 18:53:18
What's The Best Bot Mod?
I heard (from Baker, I think) it was Frogbot.
Cheers
#28675 posted by Kinn on 2017/01/06 18:57:01
Yes I too played against reapers in the 90s, when I should have been studying.
Ah yes I think I was recommended frogbot in the recent past, and seems I already them installed!
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