 If Only...
Quoth included the fixed up dog model that was created by capnbubs (and I'd say the nicer player model and soldier model), plus I would also prefer slapmaps plasma gun to replace the dildo cannon.
All in all though it's nice to see Quoth get continued support.
 Quoth Page
#17 posted by biff_debris. on 2014/05/05 02:51:25
Kudos in general on it Preach, especially the tutorial, which I am sure to be revisiting innumerable times in the future.
#18 posted by dwere on 2014/05/05 11:53:50
That fixed player model has a weird face. The dog is very nice though. If I'm not mistaking them for some other replacement models.
I'm only waiting for the glitchy fullbrights to be fixed, because it's a little inappropriate for a project of such significance.
 Thank You A Lot
#19 posted by Cocerello on 2014/05/05 13:11:52
for both the release and the tutorial.
For 2.3, you could please put a melee air monster, to complete the bestiary.
I wish I had the first clue about making models (I can do textures, just models I'm not sure about)... anyone got any good advice or tute's on making quake 1 models?
I love the fixed player model, face seems great toe me. My only gripe is the pockets on his ass are a little big. ;)
#21 posted by anonymous user on 2014/05/06 00:04:02
anyone got any good advice or tute's on making quake 1 models?
http://tomeofpreach.wordpress.com/category/modelling/
 And:
#22 posted by anonymous user on 2014/05/06 00:05:43
 Qexpo Tutorial And Overriding Models
#23 posted by Preach on 2014/05/06 00:54:17
I've just finished working my way through the qexpo tutorial adding some annotations on the things I think are out-of-date in there. So a great time to check it out!
On new models: Quoth takes a very softly-softly approach on new models. Some people like the replacement skins they've installed for models, others are religiously devoted to the originals. So we try not to mess with anything that isn't needed for functionality. On that note a quick detour into one feature set:
One of the things I did for 2.2 was go back and recreate all the "combined weapon models" to make them more true to the original v_weps. The 2.0 versions were a bit sloppy in places which may have discouraged use of the feature. The new ones are interpolation friendly, power-of-2 skin size, and have front-back skin maps so QME still handles them correctly. I think they top the originals.
Now, the pains taken to not change a single pixel on the skin but only move some triangles about does make it easier to adapt a replacement skin to these new models - it's just a cut and paste job. However, that's not automatic. If a map turns on the combined weapon models then custom skins for the originals have been disabled. Didn't we say that was bad?
Enter the scratch1 cvar. Setting this cvar gives you veto rights over the way a map uses combined models. If you set "scratch1 1", then even if the map requests combined models you get the uncombined versions. Usually the mapper would do this if they are close to the model limit, so it's recommended to only do this if your engine has increased limits.
Conversely, set "scratch1 2" and even if the map doesn't set any combined model flags, you get all the combined models! This is intended for testing purposes, but if you really like the .mdl ammo packs and the new combined vweapon models you can force them always on. Why not use the new quoth.cfg to set this up? You know you want to...
 Lost No More...
#24 posted by Preach on 2014/05/06 01:14:08
Sorry for the double-post, but here's a little bonus for the func_ crew. I've repackaged some Quoth maps from before there was Quoth - it's The Lost Chapters!
http://www.quaketastic.com/files/single_player/maps/chapters-pak.zip
As usual, save the pak to your hard disk then drag-and-drop onto launch.bat to play. This was surprisingly easy to port - all the necessary changes stemmed from renaming the hub to chapters.bsp.
 Md3 To Mdl
I thought there was a way to make direct to mdl using blender??
 Preach
#26 posted by Barnak on 2014/05/06 18:11:03
dude, using the console, I'm unable to launch half the maps from your pack :
chapter_secret,
chapter_esw,
chapter_ionous,
chapter_necros,
chapter_finale.
I can launch the other maps (using the console), while in the usual Quoth default start map. So WTF ?
And why are these superb maps (kell, vondur, zwei) not part of the official Quoth distribution ? There's only one map in Quoth ! W-T-F !?
 Doh !
#27 posted by Barnak on 2014/05/06 18:24:02
Renaming the chapters.pak to pak4.pak solved the issue. But what the hell with the name !? And I lost the path to the default Quoth start map and its nice default level. What gives ?
#28 posted by necros on 2014/05/06 18:29:18
you mean the hub map? preach says he renamed it to chapters.bsp
 Launcher
#29 posted by Preach on 2014/05/06 21:23:30
Yeah, the pak's meant for the launcher, if you drag and drop it on launch.bat (new in 2.2!) then it "installs" the pak and loads the hub for you. You can do it the manual way as you saw, but you need to know one trick: the name of the pak tells you the name of the map to run.
PS: If anyone else would like to have their map added to the map paks page give me a shout. The 9 which are up there were maps that tested the feature best as they came with lots of added resources, but I'll add Chapters and any others people want to include in a "second wave" sometime soon.
 Info_multispawn
#30 posted by mechtech on 2014/05/12 05:17:28
Now that it's able to "spawn awake". I tied it to func_rotate_train. Set targetname to the train and targetname2 to activate. Works!! I can move the spawning along the train route. Might be helpful for arena settings.
 Strange Weapon Behaviour
#31 posted by jakub on 2014/05/17 13:15:49
hello, i tested quoth 2.2 with darkplaces engine and encountered one strange thing. everytime i walk my weapon is shaking a little. it's anoying as hell. everything is fine as long as i stay still, the moment i start to walk weapon starts to shake/jitter. it happens only during gameplay, weapons are ok during menu demo loop. i tested the last official dp version with the new quoth 2.2 as wel as with the last one and it's not engine related. qouth2 works just fine. any idea what may cause that?
 Darkplaces
#32 posted by Preach on 2014/05/17 21:46:49
It's a darkplaces specific issue, you can read some posts from when I investigated it here:
http://www.celephais.net/board/view_thread.php?id=1&start=24308&end=24332
Essentially sv_gameplayfix_nogravityonground 1 is applied in Quoth 2.2 because it appears to make darkplaces behave more like standard engines in player to BSP-model collusions. The sliding issues I mentioned in that link have been fixed by the latest release, but as you have noticed there is a strange visual head-bob glitch. It seemed safer to release with a visual glitch that will likely be patched than with a gameplay glitch that's probably by design in the engine.
Two known fixes: run in a different engine, or add
sv_gameplayfix_nogravityonground 0
to your quoth.cfg file. Of course, the latter does mean you get the button-standing glitch back. It might also be possible to disable a bunch of the head-bob related cvars and have a stationary weapon, but I don't know which cvars it would take.
 Thanks For Swift Answer
#33 posted by jakub on 2014/05/17 23:19:59
i tried to turn off mentioned cvar and it works. thanks. it's quite confusing because these gameplayfix cvars have been an issue for a long time and lord havoc stated some time ago that he dissabled them all by default. apparently not this one. i set it to 0 and suddenly the game doesnt feel like snowboard simulator anymore. that's a good thing too.
 One More Thing
#34 posted by jakub on 2014/05/18 10:32:51
now i understand... sv_gameplayfix_nogravityonground is globally of, but you added that cvar into output.cfg in pak2.pak. i tested a few quoth maps and found no gameplay problems with that cvar set to 0.
 Standing On BSP Model
#35 posted by Preach on 2014/05/18 11:31:38
The specific issue it fixes is how often touch functions run on brush-based entities. In regular engines the touch functions run repeatedly, so you can trigger a floor button multiple times without stepping off it, and continually take damage from spinning blades etc. Without that cvar on darkplaces will only perform one press/deliver one tick of damage. This issue wasn't discovered in released maps but in some of the unit test maps I've made for discovering bugs.
#36 posted by anonymous user on 2014/05/25 16:40:43
Quoth 2.2 crashes BJP's GLQuake?!
#37 posted by Spirit on 2014/05/25 18:46:37
be less specific?
#38 posted by negke on 2014/05/25 18:51:22
Quoth 2.2 crashes?!
#39 posted by negke on 2014/05/25 18:58:31
PR_LoadProgs9: statement 50737: bad opcode 80
This occurs when trying to load a map. Oddly enough, that weird new demo runs just fine.
 Confirmed
#40 posted by Preach on 2014/05/25 20:00:15
Easy to reproduce, it does it on my copy, it happens as soon as you load the mod. Ho hum. I know why it's happening as well, it's an issue that happened in some older versions of darkplaces. FTEQCC uses extended opcodes to make arrays faster in supported engines, coded so other engines never reach them. BJPQuake checks for invalid opcodes, and won't launch a mod if it find them, even though in this case they're entirely benign as they can't ever be reached.
Really this should only be a engine warning on load, because of this case where unsupported opcodes are locked behind a barrier only supporting engines unlock - it should only be fatal when the engine tries to execute the opcodes. Anyway, I've uploaded a fixed version of the 2.2 patch (I'm not gonna bump the version for this) where I compiled with the fast arrays feature turned off (since the arrays in question are of size 4 there really isn't any need for speed). Download http://www.quaketastic.com/files/single_player/mods/quoth2pt2patch.zip for working things.
PS: Spike, what's the command line to turn fast arrays off? I found it in the GUI but I'd like to add it to the build script instead...
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