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ARCANE WIZARD
Just wondering if anyone is interested in a wizard/arcane themed q1sp project. The idea would be a common pak file, including a bunch of arcane monsters/props, and whoever wants to donates a map in an arcane theme (id wizard, contract revoked, ikblue, new texture sets, whatever). Then they get strung together, and that's the pack.

Criteria for arcane: in my opinion, there should be lots of books, heh. And a focus on signs and symbols and magic and such. contract revoked is a good example.

Anyone interested?
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Tronyn 
i am still working my progress is just sloooow, my computer is f*cking up on me and i need to format and reinstall, but it is difficult when you work 80 hours a week....
i will have everything done tho so all entities will have replacements and i have made the custom monsters as well will send em soon hopefully 
Hey 
got your email, don't worry about it. For half of november and most of december I was too busy with school and then work to even touch Worldcraft. The models can be done whenever you have a chance. I've always considered this a "when it's done" project.

PS: FC, if you're still around, you could post here or send me a mail about what stuff has made it into the QC? If I survive writing this paper and a few other things, I just might think about starting to put monsters and such into my map...

cheers all around. 
Tronyn 
i am still working my progress is just sloooow

I can say the same thing. My map is about 50% ready (maybe 40%, it depends on how complex gameplay part will be). 
Tronyn 
I think I will need some more time to finish my map, I think of mid/late summer as a date of completion. Is that fine?

That's because I study in athother city atm and don't have pc there. Probably I will get it there, it will be clear in a few weeks. I'll let you know if it happens, then I could finish my map much earlier.

btw here's one screenshot of it:
http://quakemaps.nm.ru/screens/arc_1.jpg 
Pulsar 
Yeah that's ok. If you're going to take that long, then I'll definately be able to finish a second map for this project (no screenshots yet). It's the one inspired by Rogue's Towers of Wrath (as opposed to the one I've put shots of on on the site, which is a knave/ikblue textured thing). 
Btw Heh 
checked out the shot and it looks really nice!

I'll try to shoot for an update on the site within another month or two, with some more shots and info etc. 
.plan 
In between essays, work and ennui, I've been poking at the QC.

trigger_read still will not page past "page 1", and I can't figure out why; the code looks okay, for crying out loud. It might be that you could well be limited to Unreal-style messages - one small page of text. Yuck.

I'm also in two minds about implementing explosive shells. I can't see the point, and it's getting to where my brain hurts thinking about doing so.

So the feature list is as follows:
Weapons
* Chainsaw replaces Axe
* Chaingun
* Multi-rockets (need testing)
* Lava Nails (need testing)
Monsters
* Acolytes, Sorcerors and Warlocks
* Ritual Gremlins
* Axeman
* Rogue Wraths
* Zerst�rer Troglodyte
* Rogue Dragon
Environmental
* func_ladder
* func_bsp
* func_breakaway
* func_nodraw
* func_bspframe
* func_model
* func_tree
* extra keys
* master and slave fields for several entities
? trigger_read (still buggy)

These are described in more detail in the a_docs.html file in v0.9 of the resource pack, which is can be downloaded from http://www.planetquake.com/fatty/smile/betas/arcane_v0-9.zip

BTW: func_ladders rock. 
Hey! 
I didn't have 'net access for the last week or so, but this sounds great! Thanks a lot FC! 
On Exploding Shells 
i was thinking that a way to make them useful would be to make them use a different type of explosion than normal.

i'm thinking an explosion that deals very little damage over the same radius with less fall off than regular explosions.
so, something like
damage = 15*(100/dist);
if (dist < 100)
damage = 15;


anyway, the result of this is that it would be useful for groups of weaker monsters, but useless against more powerful monsters (which makes sense since these are shells after all) and won't overpower the weapon.

just some random idea. :) 
I Quit. 
Here's the source code and the start map sources and wad:

http://www.planetquake.com/fatty/smile/betas/arcane_source.zip

I have far too much to do right now with work driving me insane and other matters, and I do not see the situation improving any time soon. If anyone wants to try fixing up my loose ends, more power to you. (Tools included.)

More to the point, I simply have no interest in Quake modding any more. I have other infants to fry, and matters to pursue, and I'd best cut my losses where I can. 
Awww 
That's sad.

I put the frowny face icon to indicate the sadness. 
That Is Sad... 
but good job on releasing the source. Hopefully someone will pick it up and finish it. 
When Source Code Makes You Wanna Puke 
you know it's time to give up.

Now I have to knuckle down and start that fucking 3000-word essay. 
Shit 
i just got set up to start finishing the shit 
Well, 
exams are over within 2 weeks for me. After that I'll be getting into finishing this project, including seeing if I can get anyone to finish the code. Expect an update on my site early may.

Thanks for your work to this point FC, I appreciate the effort, not just on this but on other projects as well, and particularly SOE. Good luck in future endeavours, may they be more rewarding than just a bunch of anonymous guys on the internet thinking that you're cool a fleeting sense of personal accomplishment :) 
Bah 
...should read "and a fleeting sense of personal accomplishment..."
(hopes recent essays didn't contain similar omissions) 
Heh 
It's like your recent Feb 2004 site update ... 
Hey! 
How's this thing coming along? Still alive? D: 
Still Alive, Tis True 
Expect a site update (of the arcane site) by the end of the month.

Looking for someone to replace FC as code-dude. 
QC Police On Patrol 
If the project is still going/alive/speeding along behind the scenes, you might like to know that the following code fixes the trigger_read problem


void() read_touch ={

local entity stemp;

if (other.classname != "player")
return;


if (other.impulse == IMP_READ)
{
if (self.axhitme == 1) {
return; // leggo the key, dumbass!

} else {

self.axhitme = 1; // edge detection
return;
}
}

if (self.axhitme == 1)
{


self.count = self.count + 1;
if ((self.count > 12) || (self.count > self.cnt))
self.count = 0;
self.axhitme = 0;
}


if ((self.attack_finished > time) && (self.count == 0))
return;


// FIXME: Close book if the string in question is null
if (self.count == 1) {
centerprint2 (other, "\n\n\n\n\n", self.message);
}
else if (self.count == 2) {
centerprint2 (other, "\n\n\n\n\n", self.noise);
}
else if (self.count == 3) {
centerprint2 (other, "\n\n\n\n\n", self.noise1);
}
else if (self.count == 4) {
centerprint2 (other, "\n\n\n\n\n", self.noise2);
}
else if (self.count == 5) {
centerprint2 (other, "\n\n\n\n\n", self.noise3);
}
else if (self.count == 6) {
centerprint2 (other, "\n\n\n\n\n", self.noise4);
}
else if (self.count == 7) {
centerprint2 (other, "\n\n\n\n\n", self.wad);
}
else if (self.count == 8) {
centerprint2 (other, "\n\n\n\n\n", self.map);
}
else if (self.count == 9) {
centerprint2 (other, "\n\n\n\n\n", self.deathtype);
}
else if (self.count == 10) {
centerprint2 (other, "\n\n\n\n\n", self.model);
}
else if (self.count == 11) {
centerprint2 (other, "\n\n\n\n\n", self.weaponmodel);
}
else if (self.count == 12) {
centerprint2 (other, "\n\n\n\n\n", self.netname);
}
if ((self.count == 0) && (self.attack_finished < time))
{
// alert player with sound cue
stemp = self;
self = other;
centerprint (self, " ");
bprint("Readable message\n");
self = stemp;
self.attack_finished = time + 3;
return;
}

else
self.attack_finished = time + 0.1;
};


Arrgh, the board swallows all the tabs, so it's an unindented mess. Should still work though, I have the qc file here in any case.

You will also need to add

void(entity client, string s1, string s2) centerprint2 = #73; // sprint, but in middle

to defs.qc just below the original centerprint function. Technically all the changes to the centerprint bits are cosmetic, they weren't the crucial fix. What they do mean is that the crosshair doesn't get in the way of the text. It's just possible that doing this will cut off the ends of long strings, if so, change it back.

So, anything else need doing? 
Preach: 
it's not the board's fault; HTML viewers are supposed to treat any sequence of tabs, spaces and carriage returns as generic 'whitespace' which gets collapsed into a single space. 
Preach 
maybe you could be the coder of the project since fat controller has left it 
Coding 
Yeah, I'd be up for that. I've got a lot of free time on my hands until term starts again in October.
So what needs doing coding wise? I know the trigger_read was causing problems for a while, but I'm not sure what else is needed for the pack. Is there anything in particular that the mappers need, like a monster that doesn't work right? Or is there a head mapper I should get in contact with who'll set me straight? 
Great 
the head mapper is Tronyn, you should contact him for more details.

As for what mappers need - it would be nice for me to include earthquake and lightning effects. 
Tronyn 
Is progs.dat ready? The architectural part of my map is almost ready. I think it's time for me to place monsters. I have a marksurfaces problem in my map, so I'll probably make a final battle in a separated map.

But I also have an idea that it would be good if we make all maps in progression one after other. I'm not sure if it will work, but I need hear someone's opinion. 
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