Blagger
#3474 posted by Kinn on 2005/03/27 01:59:45
I suppose I am asking should all 'different' monsters be skinned differently
I would say most certainly yes. I would imagine it quite frustrating having to wait for the monster to attack first before it can be identified. Knowing in advance what you're up against is cool because it gives you that vital split second to plan your combat strategy before the monster starts attacking - I think that's an important part of Quake (and shooters in general) and it would be unwise to change that.
Kinn
#3475 posted by blaGGer on 2005/03/27 03:34:55
Not that I am disagreeing with you, but I do find that when I play a map these days I know that the ogre is going to fire grenades at me and that I can jump over them or side-step them, and I need nine shots with the single barrel shotgun. So there is no challenge.
But what do I do if when I side-step, he does the same? And what do I do if after nine shots he doesn't die? Now I have to think a bit and take stock and learn again.
If they have different skins then I have advance warning that something is different. Just a thought.
...
#3476 posted by necros on 2005/03/27 11:44:30
trust me. don't do that. if you have new monsters, give them new skins.
it's not relearning, it's just annoying since you have no way of knowing what kind of monster you're going to fight. imagine playing quake again, with every monster looking like an ogre. it's an extreme case, but it helps to get the idea.
if you were to change the ogre itself, ie: make it shoot both grenades and nails, that's different. players will learn that they can expect different behaviour from ogres at the start, but doesn't attempt to 'hide' when those differences are going to surface.
also, sidestepping monsters that don't fly or swim look stupid, unless you were to animate some new frames for them.
OK, I Get The Point
#3477 posted by blaGGer on 2005/03/27 14:18:34
I thought that some ogres firing nails and some chucking grenades would make a change.
I haven't seen the effect of monsters taking more evasive action but I read that it could be done. Also that you can make them run away when they got low on health, which would mean you had to chase them to finish them off if you wanted 100%.
I wasn't thinking of a new game, just some 'changes' to the existing format. I actually do not want totally new monsters as it would not be the same game anymore.
Just thinking out loud.
Outdoor / Indoor (Tastes Good / More Filling)
#3478 posted by [Jimbo] on 2005/03/29 09:18:09
I'm working on an inside/outside transition area
in a Q1sp and I was wondering if anyone knows
of a tutorial that adresses Facades and/or
outdoor areas.
Suggestions of maps to look at as examples
would be a help as well.
(wow we have a preview button :)
QuakeC Help
#3479 posted by blagger on 2005/03/29 13:37:19
I need some help again, please.
I am still playing with the code stuff and have been trying out some monster amendments. I am trying to get my monsters to duck when being fired on and have found a tutorial at AI Cafe. But when I try adding the code to the .qc files, compile fails. I can comment out various lines so can see which 'seem' to be causing the problem.
Can one of you coding gurus spot a problem here:
void() enf_duck1 =[ $paind4, enf_duck2 ] { ai_face(); self.solid = SOLID_NOT; };
void() enf_duck2 =[ $paind5, enf_duck3 ] {};
void() enf_duck3 =[ $paind6, enf_duck4 ] {};
void() enf_duck4 =[ $paind7, enf_duck5 ] {};
void() enf_duck5 =[ $paind7, enf_duck6 ] {};
void() enf_duck6 =[ $paind7, enf_duck7 ] {};
void() enf_duck7 =[ $paind7, enf_duck8 ] {};
void() enf_duck8 =[ $paind7, enf_duck9 ] {};
void() enf_duck9 =[ $paind7, enf_duck10 ] {};
void() enf_duck10 =[ $paind7, enf_run1 ] { self.solid = SOLID_SLIDEBOX; };
The above is in the enforcer.qc and then below goes in the ai.qc
if (self.classname == "monster_enforcer" && time < self.enemy.attack_finished && random() < 0.25)
{
enf_duck1();
return;
}
and the above goes immeditely after the line:
enemy_yaw = vectoyaw(self.enemy.origin - self.origin);
Unfortunately the formatting is not quite right here but is OK in the .qc files.
Oh, I have written to the code's author but not had a reply so far. I have used other code sections from this site and everything else worked OK.
Any help you can give will be appreciated.
Meh...
#3480 posted by necros on 2005/03/29 23:08:34
i'd stay away from ducking...
in order for it to work, you'll need to change the bbox size during gameplay. i've noticed some very wierd and annoying things happen when doing this, most specifically, monsters become able to walk through walls.
also, don't forget, you'll need to actually animate some frames for the model to duck.
and you'll probably get a lot more help concerning qc things on the inside3d forums:
http://forums.inside3d.com/
most of the dudes here are mappers. :)
Late Appending:
#3481 posted by necros on 2005/03/30 10:29:25
just read the code over again for the enforcer ducking frames,
you actually set the monster to nonsolid there, which, in terms of not fuxoring the bbox is good since you don't change the size, but you do realise this will cause the monster to become unshootable for what looks to be about 1 second...
if you do decide to go with the bbox idea, and not the nonsolid one (which imo is kind of lame) don't forget to reset the bbox size in the pain frame.
the bbox size setting is : setsize (e, mins maxs)
e is the entity to modify and mins and maxs are vectors coming from the origin of the entity.
finally, if you don't go with the bbox idea and stay with switching the self.solid states, don't forget to test to see if the monster is in something else before becoming solid again.
with the way it is, if the monster ducks, and you walk into it, it will become solid while you are standing inside it, and you'll get stuck until you kill the monster.
check out the zombie.qc for code on how to check if it's ok to get solid again (it has to do with when they fall. every 3 seconds, they check to see if they can become solid, and if so, stand up)
Necros
#3482 posted by blaGGer on 2005/03/30 11:59:14
Thanks, but I need to explain that the code is not mine so if there is anything good in there, I had nothing to do with it.
The monster has to unshootable 'cause when he ducks, you missed him :-)
I now know that the line -
{
enf_duck1();
return;
}
is causing the problem as it gives an error in Frikqcc : Unknown value "enf_duck1"
Anyone??
Solution:
#3483 posted by czg on 2005/03/30 14:33:39
ai.qc goes before enforcer.qc in the progs.src file.
The compiler will look for the void enf_duck1() function when it gets to ai.qc but it's not defined before it gets to enforcer.qc.
Therefore you need to define a void enf_duck1(){...} function prototype (I'm not sure it that's the correct name for it in qc) somewhere before the reference to it in ai.qc. I'm not exactly sure where it would be the proper place to put it, but if you put the text void enf_duck1(); just before the function in ai.qc that calls enf_duck1() function, you should be fine.
Hope this helps!
-love czg
Czg
#3484 posted by blaGGer on 2005/03/31 04:31:27
Thanks. I'll try that.
So, do you think that it would be a good idea to have a dummy .qc file that is made up of all the new functions one is adding to the various other files, and that the dummy file (only a dummy because it has no purpose other than to declare the function names that will be found later) is placed higher up the compile ladder? Or perhaps just list them all automatically at the top of ai.qc.
(I don't really know what I'm talking about here, I am just trying to follow the logic)
#3485 posted by czg on 2005/03/31 05:50:42
to have a dummy .qc file that is made up of all the new functions one is adding to the various other files...
Or perhaps just list them all automatically at the top of ai.qc.
Both should work just as fine, but the question is which one is the neatest, tidiest and most correct. If that doesn't matter to you though, just pick one at random...
OK, Thanks Again
#3486 posted by blaGGer on 2005/03/31 08:08:31
eenie, meenie, minie, mo...
Clear Down
#3487 posted by blaGGer on 2005/03/31 23:53:05
Placed the function declaration at the top of ai.qc as I saw there were some there already.
Compiles fine now. Thanks czg.
The function works in-game but because it relies on you shooting the enforcer, when he ducks it looks just like he's been hit, and not that he's ducked your shot. Therefore, it works, but I won't be using it.
But a nice introduction into coding nonetheless and I am now looking for some more things to try.
BlaGGer - Try This
#3488 posted by Ankh on 2005/04/01 02:43:45
Is it possible to change the speed and color of laser projectiles shot by trap_shooter?
Trap_shooter
#3489 posted by blaGGer on 2005/04/01 10:31:40
Speed is altered by use of the 'wait' key from within the map editor: 1.0 is the default.
The colour of the laser projectile can by changed by using a program such as qME and painting the laser.mdl, which is found in PAK1.PAK. You can use a program like PakExplorer to unpak the file.
Hope this helps.
Ankh
#3490 posted by blaGGer on 2005/04/01 10:33:53
The laser.mdl is in the 'progs' folder in PAK1.PAK.
Ankh
#3491 posted by blaGGer on 2005/04/01 10:34:10
The laser.mdl is in the 'progs' folder in PAK1.PAK.
BuGGer
#3492 posted by blaGGer on 2005/04/01 10:36:35
I'm in a cave as I speak :-)
Fantasy Quake
#3493 posted by steven_a on 2005/04/01 20:21:02
Does anyone have the source code to fantasy quake, or the mail address of the authors:
fireball invictus shaper arjuna@stomped.com, kerrow@agt.net roots@upcworld.com
I'm interested in tidying up this cool mod.No releases made without permission.
stevenaaus - at - yahoo.com
Funny,
#3494 posted by HeadThump on 2005/04/01 20:36:31
we'll rip monsters, textures and code from the Hexen series, Quake 2, Daikatana, basically any commercial ap we can get our hands on, but when it comes to other modder's expressed wishes, we tend to be more hesitant. I'm speaking generally, of course.
btw, excellent idea, steven_a. Good luck with that.
#3495 posted by - on 2005/04/03 19:03:52
we'll rip monsters, textures and code from the Hexen series, Quake 2, Daikatana, basically any commercial ap we can get our hands on, but when it comes to other modder's expressed wishes, we tend to be more hesitant. I'm speaking generally, of course.
That's because most companies will never see your work using their stuff, but a fellow community member might and get bitchy with you. It's the whole 'legal unless you get caught' type thing.
Well,
#3496 posted by HeadThump on 2005/04/04 16:12:43
that makes sense. From the Fantasy Quake readme, they really don't want their product tampered with.
Steven_A
I would suggest looking up Ultimate Quake http://www.gamers.org/pub/idgames2/partial_conversions/ultimate_quake/
Looking over the .doc file, it appears it has the
most of the same features, spells, mideivel weapons and the like.
Rotating Entities In Quake 1SP
#3497 posted by blaGGer on 2005/04/06 13:38:57
I have seen rotating doors in Quake 1SP. I have tried Google but keep getting redirected to non-English sites(?) so can anyone point me to a site that can supply whatever I need to incorporate into my map?
Please.
Worldcraft Prefab Crash
#3498 posted by Scragbait on 2005/04/06 16:20:00
I've never been able to create the Prefabs in Worldcraft since wc shuts down when I try. Can anyone offer a clue or convenient workaround?
I'll provide more details if you need but right now, I'd rather continue with my map then figure out what's wrong.
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