Re: Metlslime
#2860 posted by tddgst on 2020/09/13 07:21:14
Ah, alright. So are there ways to edit stuff like the view with the QuakeC source? Like I said in the last post, I'm wanting to change the angle when you're dead from 80 to 0. I looked around and couldn't find anything in the QuakeC source referencing it.
Also to clarify the basedir issue, it would only check for it in my C drive when trying to build and run the engine in CodeBlocks. Dragging the compiled engine into a quakespasm directory gave me the generic error. Unless you meant have the engine source files in the same location as quakespasm. In that case, I have the engine and quakespasm in separate locations.
Tddgst:
#2861 posted by metlslime on 2020/09/13 07:44:20
I don't know anything about codeblocks, but if you are trying to launch the game from within that, you might need to find a way to set the "working directory" of the executable to your quake directory.
In terms of whether you can do what you want in quakec, I found this in the engine source:
if (cl.stats[STAT_HEALTH] <= 0)
{
r_refdef.viewangles[ROLL] = 80; // dead view angle
return;
}
This implies it's hard-coded in the engine, and the way this logic is written, the only way to avoid it is to set player health to a value greater than 0. However that has various side effects like HUD shows a nonzero health, enemies react to you, etc.
New Idea: what if you let the player die, but then set he intermission camera to match the player's current location, but without a roll? (not sure if intermission camera can be abused in this way when the level is not actually completed, but worth a try.) Or do some other 3rd person camera logic to basically disconnect the camera from the dead player?
Re: Metlslime
#2862 posted by tddgst on 2020/09/13 08:57:51
CodeBlocks is a similar editor on the lines of Micorsoft Visual Studio. The issue is I'm only able to run the compiled engine through it. Outside of it with the compiled .exe, I can't get it to run.
That was the code I was referring to wanting to change, but since it's hard-coded in the engine, it's not that big of a deal that I can't change it as a mod. I'll ask around a different thread as far as properly compiling engine changes goes. Only reason I'd do that is for personal use.
As of posting, it's late at night for me, so I'll give the idea a shot in the morning and post my results. In either case, thank you for the help!
Stuck About Make Think Timers
#2863 posted by r0bie874 on 2020/09/13 11:36:38
I have a trigger and it moves me up
İf a trigger exists Trigger triggers timer when ı interact with it and at the timer ends trigger would be move me other ways so ı need help to code a think timer.ı look timers in quake c 106 codes but ı stuck .help please
Will Some One Look My Question??
#2864 posted by R0bie874 on 2020/09/14 06:32:50
Please :(
Will Some One Look My Question??
#2865 posted by R0bie874 on 2020/09/14 06:33:11
Please :(
Hi Robie.
#2866 posted by Shambler on 2020/09/14 11:31:26
What's your first language? It's quite a multi-national community on here so if you find someone who speaks it, you could maybe ask them directly and they can translate into English.
R0bie874
#2867 posted by metlslime on 2020/09/14 18:42:10
I don't fully understand your question, but:
In quakec, if you want an entity to wait for a certain amount of time, you can set self.nextthink to a time in the future. e.g.
self.nextthink = time + 5; //wait 5 seconds
self.think = DoSomeStuff;
In this example, the entity will wait 5 seconds and then call the function DoSomeStuff
Say Thanks
#2868 posted by R0bie874 on 2020/09/15 00:56:50
Thank you so much :)
Say Thanks
#2869 posted by R0bie874 on 2020/09/15 00:56:50
Thank you so much :)
Answer To Shambler
#2870 posted by R0bie874 on 2020/09/15 01:12:02
My main language is not english but ım using google translate to ask my questions.And shambler ı have a question you too :)
Im trying to show player legs in firs person mode in defined fovs. But how can ı code it in quake c.And ı know ther is quake15 example but ı looked ıt and its so complex uses auto_cvars etc. I dont like this. I need a script that shows player legs when player looks down and not thirdperson mode and ı dont want use auto_cvars like Show_player legs 1.it must not change with cvar it must be persistent .
If Its Possible
#2871 posted by drugod on 2020/09/16 15:20:30
Hi
Just a question. It's possible in Quake 1 connect 2 maps and keep dead monster and other stuff already used, when you return for example from map 2 to map 1?
Thanks!!
Hmm
#2872 posted by Crowdy on 2020/09/16 17:42:10
İ guess you want to make connected map system like halflife and persistent entities in server.you may look gold src engine or original hl source code
For Crowdy
#2873 posted by drugod on 2020/09/16 18:10:28
Yes, exactly!
Ok, its a great idea! ill check original hl source code, thanks a lot, someone knows a mod that impleted this feature? thanks again!
@drugod
If I remember correctly, The Demon King lets you move back and forth between maps, with at least some degree of persistence between them.
Don't know if the source was ever made available, though.
@threekidsinatrenchcoat
#2875 posted by drugod on 2020/09/16 19:06:36
It's a pity, the zip doesnt contain the src...
@drugod
I know. :( Well, at least it shows that what you want to do is to some extent possible to do in Quake, right?
The best I can do is this link with the development team's contact details circa 1997. I doubt any of those e-mail addresses are still active, but at least this tells you who worked on the mod. Maybe you can track one of them down and ask if they still have the source?
One Important Point
#2877 posted by Preach on 2020/09/16 23:48:45
Demon King didn't preserve map state when you returned to levels - you were spawned at the correct entrance but all the monsters were alive again. I remember the forest being particularly nasty in this regard...
For that you'd need to use a system of saving and loading .sav files - but I think that's within the realm of possibility for a QuakeC mod.
What is probably not possible is the Half-Life style continuity within loading zones - where a monster could follow you through the transition between maps. Even if you could somehow compress the info about such a monster in the tiny amount of storage you have for transmission of data between levels, you'd still be stuck if that monster class wasn't precached when the target map was loaded...
all the monsters were alive again
Are you sure? I'm pretty sure the monsters stayed dead, but weapons, health and ammo would appear again when you went back to a previous level...
Thanks @threekidsinatrenchcoat And @Preach
#2879 posted by drugod on 2020/09/17 01:17:11
@threekidsinatrenchcoat I have decompiled the code and give me tips for the idea i want to do, thaks a lot!
@Preach, i have tested the demons king mod and the monster remains dead, but needs to be polished, save/load its a good idea too thanks!
It Works!
#2880 posted by drugod on 2020/09/17 13:37:43
I have copy paste the parts i need from decompiled files, and works! Now i have polish a bit the code,due the monsters in Demon king dissapear and I added the death animation so the corpse remains (sorry for my english)
Now i must try to keep the corpse position
A question, the spawnflag can have a vector variable instead a float ?
Thanks again
Using Code Without Permission
I'm happy you got things working, but decompiling and copy & pasting from someone else's code strikes me as ethically questionable at best.
If you're planning to release your project I'd say the right thing to do is to try and find the creator(s) of The Demon King and ask if they're ok with your using their code like this. If you can't find them or if they don't agree, I don't don't think it's right to use their work like this.
Just my two cents.
Ill Look For Creators
#2882 posted by Drugod on 2020/09/17 14:40:56
I have found their names and emails, ill try to find them and ask for it, thanks again
Changing Default Player Sounds
#2883 posted by DecemberDecay on 2020/09/18 08:02:17
Hello, I'm trying to change player death sounds in my map, how is it possible to do?
The Sound Of Death
#2884 posted by Preach on 2020/09/18 08:41:47
I'm afraid you'd need to create a mod to do that, you can't controls those sounds just from the map.
However, the mod would be very modest. You could either write a QuakeC mod which just involves changing the path from the old sound to the new one in a handful of places. Or your mod could be entirely free of QuakeC, and just have the new sounds saved in your mod folder with the same filenames as the existing sounds have in pak0.pak.
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