@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.
Second Option
#2885 posted by DecemberDecay on 2020/09/18 09:40:13
So, I need to create "sound" folder in my mod directory and put there the new sounds? And that will override default path in the .pak files from id1?
Correct
#2886 posted by Preach on 2020/09/18 10:46:56
That's right. The priority for loading resources goes:
1. pak files in the mod directory - highest numbered file being highest priority
2. loose files in the mod directory
3. pak files in id1 - again from highest to lowest number
4. loose files in the id1 directory
Bear in mind that the existing sound files will be in a subdirectory under "sound" - I think death sounds are in "player" but would be best if you checked that in pak0.pak.
It Worked!
#2887 posted by DecemberDecay on 2020/09/18 11:41:15
Thahnk you very much!
Tested it, you need to put sounds with respective filenames in sound/player directory.
Hi! A Question
#2888 posted by drugod on 2020/09/20 02:28:56
Im trying to compile a map for Hexen II, its the same compiler than quake 1? Which must use for Hexen 2 and where can find it?
Thanks a lot
Hexen Has Its Own Compiler
#2889 posted by madfox on 2020/09/20 03:09:12
Thanks @madfox
#2890 posted by drugod on 2020/09/20 03:47:02
Hi Madfox, thanks for the support
Ok i have try it with the "compiling gui" but seems it doesnt works...
"Copying Files...
1 archivo(s) copiado(s).
Converting map...
--------------QBSP--------------
outputfile: rites.bsp
************ ERROR ************
parsing brush
Press any key to continue . . ."
Needs a special line commands parameters?
Thanks again!
Also With Other Compiler...
#2891 posted by drugod on 2020/09/20 04:10:01
i got this error:
"Converting map...
--------------QBSP--------------
---- qbsp ----
Project directory: C:\Users\agonagui\Desktop\Temp\Cosas\Hexen2_Dev\Working\
outputfile: rites.bsp
WARNING: brush plane with no normal
*** ERROR: ***
num_entities == MAX_MAP_ENTITIES"
its weird, due this map the same on quake engine works fine but ported to hexen 2 have this issue
any idea? thanks?
Sorry I Mean "any Idea? Thanks!"
#2892 posted by drugod on 2020/09/20 04:11:54
lol my mistake hehe
Not Sure
#2893 posted by madfox on 2020/09/20 04:50:44
I once worked with hexen maps, but I used them in the Quark editor. It has a hexen2 input in a way that is easier to work with. After making the right setup it shows which errors are made.
Parsing brush could mean you are not on grid, or that two brushes are overlapping. Also there can be a leak warning. Fact is that when something is wrong the compiler starts giving messages that can be irrilevant.
Max_map_entities for instance means you are using more than 640 en (lights, func and monsters) which I can't imagine.
My idea would be: try Quark 64. I know it is not the best editor there is, but it is one that gives you an entry to hexen2. Use the hexen compiler in the setup and see for yourselve. You'll find out that a hexen map uses another format for entities, because you can't use a quake map layout as a start for a hexem2 map without changing specefic flags that quake uses.
Again, Quark has the specific flags already embedded in the hexen setup.
Quark64
#2894 posted by madfox on 2020/09/20 05:03:49
Very Grateful For Your Extended Answer
#2895 posted by Drugod on 2020/09/20 11:02:41
Hi madfox, thanks a lot, ill check all that you commented, hope it can works, the problem is that i have made initiallly the mod for quake and seems have problems to convert it to hexen
Then
#2896 posted by madfox on 2020/09/20 15:21:31
You'll need to explore the hexen2 code.
Not an easy task, as it took me a long time to understand quake.qc only.
I'll Do It
#2897 posted by drugod on 2020/09/20 18:17:23
Thanks!
#2898 posted by ws on 2020/09/28 09:52:04
Drugod, you should still give ericw's compilers a try. They work if you add the -hexen2 argument to qbsp. Theyre better than the original compilers cause theres a lot more useful lighting options like sunlight, bounce, wait, delay, etc. Also you dont have to use Quark, Trenchbroom works perfectly fine with the game.
Enemies Only Getting Hurt/killed By Certain Weapons
#2899 posted by tddgst on 2020/09/28 23:37:53
I had an idea where certain enemies could only be killed by specific weapons, but I don't know where I'd look to get that implimented. I somewhat have an idea on how (having the monster check for a classname, then applying damage/killing it if matches), but I don't know the where.
Like let's say I want the Ogre to only be killed by the Rocket Launcher, where would I look to make that happen?
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