Ah, Ok.
#351 posted by necros on 2004/11/05 22:57:13
i hadn't know that.
hm... well, you could do this instead:
restrict the player's movement and viewpoint until the player presses a certain key (send a impulse) to quit from reading.
spawn the book sprite in front of the player at the appropriate distance.
i think there'd be problems with this method though, because the sprite might get spawned too near to walls and get clipped inside...
you could make the entity turn the player to an exact angle to get rid of that though... this would need a lot of fine tuning, i suspect... probably more work that it's worth...
oh wait! you could just have a .mdl which was a flat polygon with the skin of the book on it... then just load up different skins on the same model and cycle through them as you 'read'.
Well
The original idea was to use good ol' centerprint, while the player stayed more or less still and impulsed as required, and could just turn/back away at any time. After all, if something decides that reading player is the dish of the day, you want to be able to run away.
Besides, how many 'pages' of text is a player willing to page through? My personal suspicion is about eight. What do the rest of you think?
For Quake?
#353 posted by necros on 2004/11/06 13:29:05
1 or 2.
depending on how much text there was. quake is all about action, so unless the book was fairly interesting, i doubt i would read more than a couple of pages.
It Depends On Tronyn's Concept
#354 posted by HeadThump on 2004/11/06 14:41:19
for the mod. If it is a Quake based Action\Adventure game, the way The Demon King was, fairly detailed text may be necessary to fullfill sequences of quest and such.
I tend to lean to the position that you can have narative driven episodes that donot take volumes of text to accomplish the goal like in the Rune of the Space God.
The most brilliant example I have seen of this is in a Half-Life map called Someplace Else where the player is directed on his mission located on a remote Xen based floating isle by a hyper intelligent alien hiding from the Xen creatures.
(I would also recommend it for its map design -- it is an interesting mixture of Sock_tech and Xen.)
Headthump
#355 posted by nitin on 2004/11/06 21:12:10
and heavily inspired by Aliens, not that that's a bad thing.
Do We Have A Release Date Yet?
#356 posted by dylan on 2004/11/25 22:12:02
my work has begun to slow down due to taking on duel employment. i was curious how much longer i have, to try to minimalize the allnighters if possible.
Well,
#357 posted by Tronyn on 2004/11/26 03:53:23
I've been pulling all nighters with school alone lately. But thankfully I have December basically off, so I hope to get some done. I think the spring/summer ish period is still a good release date.
As for the concept, I don't think it will be really ultra-coherent, but it would be fun to tell a simple but dramatic story through the project. Still not sure how many maps I'll have (1, 2, or 3). How's everyone else's stuff going?
Badly.
The trigger_read still won't work properly, I'm getting sick of my Arcane map, the goddamn fargnaxing Library is still too damn dark, and the Graveyard just isn't cohering at all.
What I might do over the weekend is release a version of the resource set without a few things. At the very least it'll give you lowlives something to play with while I fix up the rest of it.
OK, V0.9 Of The Resource Kit Is Up
While I said I would release a version this weekend, bear in mind that there's still a lot of stuff that doesn't work properly. However, it should be enough to help build/populate your maps with guns and things to test 'em on. Damn this fine weather!
http://www.planetquake.com/fatty/smile/betas/arcane_v0-9.zip
Ya...
#360 posted by distrans on 2004/11/28 20:55:21
2500 brushes, 410 entities... still going. Can't send a sample yet, as my floppy drive shat itself (and I'm not "connected" at home). I'll get a new one sometime soon. Are standard ogres and zombies staying in?
Yep
I haven't removed any monsters.
I've also decided to dike the directional part of the trigger_read for convenience; now I have to figure out how to make the impulse detection less scattershot.
/me peers at reference to figure out what needs doing next
Fatty...
#362 posted by distrans on 2004/11/28 23:48:22
...didn't the Demon King (TDK) mod have a working "read" function?
Maybe
I'll see if I have it, or can find it, or something. I was disk-diving just before trying to find a suitable ammo model for the chaingun's slugs. I just hope any decompiled code is easy to understand.
(Incidentally, the reading stuff actually works fine, I think. I just have to tweak my test sample first...)
Random Idea
#364 posted by eric.w on 2004/11/29 21:51:20
I just came up with a random idea the other day that might be neat. I've been looking into how one could make it possible to pick up objects the map... a la half-life 2. An impulse command would trigger the closest object the player is facing to lift up.. and be 'carried' by the player until the object is set down. The difficulty might be preventing the object from clipping through walls? I dont know.. my quake c is pretty weak ;)
Say, the player would have to find some objects such as candelabras or other magic items around the map and arrange them to perform some sort of ritual, perhaps something they could read about in a book using the 'trigger_read' :)
There could be triggers to detect if the objects were placed in the correct places..
Probably
#365 posted by necros on 2004/11/30 12:20:37
wouldn't work with quake.
theoretically, you could continuously set the object's velocity to the player's velocity, but you'd need to do it almost constantly. if a player got bad framerate (say 10-20fps) the velocity updating wouldn't be smooth, and the object would get out of sync. so you'd also need a check to reset the position in relation to the player every so often or if the object moves to far out of sync.
overly complicated for very little returns... i wouldn't bother with it.
'course, it ain't my mod. :D
Edit:
#366 posted by necros on 2004/11/30 12:21:27
on the other hand, you could just keep setting the object's origin in relation to the player's taking into account the player's angles as well, but that would still succumb to unsmooth movement...
#367 posted by Zwiffle on 2004/11/30 16:29:11
I'm still waiting for more screenies!! Update the screenies plz!
Smooth Movement
#368 posted by Preach on 2004/11/30 20:51:55
I reckon you'd only notice the jumping if it was a networked game, in a single player game it should be smooth if updated every frame(like using playerprethink to update it, not the player animation frame macros). Of course, if you're updating the origin directly you'd have serious collision checking issues, so it'd probably be best for the object to be non solid as you go. It'd be easier to have the item act like a key, with a little bit of the hud lit up when you carry it, and then when you enter the trigger to just respawn the item in the correct place. Less aesthetically pleasing but a load simpler.
Personally I reckon a good ritual would be a blood ritual, where you needed to 'sacrifice' a certain number of monsters in some kind of ceremonial chamber to perform the magic. You could even have a fake blood brush(just make it non solid with water texture)that rose a bit with each kill/damage. ALthough that might look tacky, especially if it rose loads for each wound. Once the required level was achieved you'd be able to progess - the ritual would open the portal/summon the boss monster/etc. Then again it sounds kinda simple, so it's possible someone's done it and I'm just remembering the idea...In fact I do remember this in a map, but not as a combat where you fought monsters for the sacrifice. Ah well...
#369 posted by anonymous user on 2005/01/05 00:50:41
#370 posted by anonymous user on 2005/01/07 00:24:57
There!
#371 posted by metlslime on 2005/01/07 02:40:01
there are your phantom posts. For some reason there were like 8 posts in the database that had invalid icons, so when i cross-referenced them with the icon table, they would vanish. The good news is that no real posts were lost; they were all blank posts. The bad news is, where are they coming from?
Bad Posts
#372 posted by pushplay on 2005/01/07 04:49:03
What happens if you submit a post and then hit stop really quickly? Will the browser tell the server "here I have some stuff to give you" and then not give it anything?
I Don't Know...
#373 posted by metlslime on 2005/01/07 05:13:05
if it's possible for the browser to send half an http request, the server probably ignores it.
#374 posted by - on 2005/01/08 04:19:38
possible certain unstandard browsers are sending empty data rather than someone's post?
Hmm...
#375 posted by metlslime on 2005/01/08 19:49:36
one encouraging thing is that nobody has actually complained about their own posts being missing... so hopefully no data is being lost.
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