 Infight
#401 posted by madfox on 2020/03/18 02:40:57
Most chasm monsters are made up by altered enforcer.qc.
The little arrow is the goblin code used for the mgrunt.qc.
The longer I change the attack code for mgrunt, the more I come to see that this isn't the cause of the error.
All other chasm react the way they should do with enforcer code.
Only Mong seems to be the exception that won't relate to the infight code.
If it would be the soldier/grunt attack it would be clear as they don't infight eachother.
But whatever attack code I give to Mong, after one or two counteracts he just stops, as hunting player_target is prior.
I see no reason why target = self.enemy; only leads to player attack, and not on other monsters.
#402 posted by yhe1 on 2020/03/18 03:34:20
Perhaps IW or qmaster can step in and fix this infight error again lol
#403 posted by yhe1 on 2020/03/18 03:50:42
look at the code of the AD shotgun enforcer?
#404 posted by madfox on 2020/03/19 00:12:39
I changed all references to grunt into mong to assure there is no relation with grunt or army whatever.
The only way to get the buck go infight is to delete its melee attack bite, then 25% change it goes infight.
Let's call him JackPotMong!
#405 posted by yhe1 on 2020/03/19 04:42:00
what bite attack? Mong only has punch and kick melee attack
 Yes
#406 posted by madfox on 2020/03/19 19:25:24
But they are ordered with an altered dog bite attack which is split up in punch & kick.
#407 posted by yhe1 on 2020/03/19 19:47:00
so the mong no longer punch and kick?
 Not So Fast
#408 posted by madfox on 2020/03/19 20:56:00
I'm just testing why the mong won't infight. Deleting as much attack statements may show why it won't leave the player alone and concentrate on other enemies.
Mong has two attack scenes, bite that is used for push and kick and the shoot scene.
Placing an army and mong in a map the infight always goes one way. Mong gets shots, fires one or two counter attacks and if the army soldier would not interact it wouldn't fight back at all.
So deleting the bite attack would make it only survive in the shoot attack. In that case it would have the exact code as the army guy. And they should fight eachother.
Just don't get it why mong is so concentrated on the player, leaving other enemies out hand.
#409 posted by madfox on 2020/03/19 21:01:38
The failure is a bit hillarious, because I made a mong soldier with exact the same animation frames as the army soldier.
In this way I could give it the same qc as the monster_army.
Mong stays lame.
 Rain
#411 posted by madfox on 2020/03/25 20:55:25
It might be a retoric question, but after all this time I use quakspasm I haven't been able to add rain. I can't find the right plug to do so and no way to use the right parms.
Is there anyone who could hand me a reasonable argument for this?
#412 posted by yhe1 on 2020/03/26 02:01:55
maybe look at Abyss Of Pandemonium?
#413 posted by madfox on 2020/03/26 02:32:24
The quakespasm thread had the particle.ref file, but the link is death.
#414 posted by yhe1 on 2020/03/26 02:51:24
I think you should release the mod in the following order: Monsters, weapons, then finally the maps if you convert them. The monster models were always chasm's strongest aspect, and the maps the weakest.
 Goose Chase
#415 posted by madfox on 2020/04/06 06:32:10
I recoded the mong soldier for better infight, but it seems hardly have any outcome. Maybe I should be content with a counter attack or two.
If I'm right there is only the attack of the end bosses now that need to be more accurate.
dev2.35
#416 posted by yhe1 on 2020/04/06 08:50:17
There is another issue, you need to figure out why the rockets and the sphinx fireballs do not explode.
#417 posted by madfox on 2020/04/06 09:44:36
I think the use of the own sphinx sound of explode gives the impression they don't explode.
What I have is the Faust, Viking, Gross and Orc all trhowing enemies have an explosion, but the straight line to the player is converged aside.
 Love This!
#418 posted by xaGe on 2020/04/29 04:04:46
Nothing much to say, but I love that you guys are working on a chasm mod. I was messing around with what you have already in TrenchBroom a bit. So cool.
#419 posted by yhe1 on 2020/04/29 05:36:56
So the monsters are pretty much done other then the mong issue, and Phamtom, and the explosion issue?
 Sure!
#420 posted by madfox on 2020/05/01 11:06:58
@xaGe: fine to hear! Do you watch the map in Trenchboom or are you planning to make one of your own?
@yhe1: I'm still surprising myself about the mong. After working with all kind of quake models he is still on top of my list. Never engaged such behaviour before. If I had to code him the way he refuses infight I couldn't have used more time.
The straight lines you want it to attack is something my qc is struggling with.
I think the explosion issue is that the chasm sounds I used are much lower in volume than the ones quake uses. I'll reverse them.
 Well...
#421 posted by xaGe on 2020/05/03 19:59:32
I'm using a copy of your test77 with my fgd I made for chasm_dev in TrenchBroom. I realize it's dev and things can change, but I have about every monster in, working on adding the rest of the items you currently have.
https://i.imgur.com/FohtkEr.png
I've also added my own spin on the qc and so far have only plugged in Joshua Skelton's misc_model support so mappers can add their own models and sprites, animated or not.
 Chasm / Quake Wad
#422 posted by madfox on 2020/05/04 01:52:08
That's quite an achievement! I work with Radiant1.5 and have to add the entities by hand.
Good to see you have found the right workaround for it. So the chasm.wad file will also be on its purpose.
I have made two uploads to quaketastic. One with the usual textures and one with the tga files, which are the comments chasm.wad.
I tried out to see if it would be worthwhile to make an extra texture file with the original wad, but couldn't find any difference in game.
 Madfox
#423 posted by wakey on 2020/05/04 08:53:13
I work with Radiant1.5 and have to add the entities by hand.
If you mean by that, that you add each one individualy via the entity inspector, i could create a .ent file, if needed.
 I Will Go Grab Those Now.
#424 posted by xaGe on 2020/05/04 15:24:47
Thank you for letting me know about the wads. I sent you a few messages on Discord Madfox, but from the looks of it, you don't use that much. :)
 Before The Wadfather..,
#425 posted by madfox on 2020/05/04 22:44:29
@_wakey: it would be welcome, I hardly had timegoing mapping for Chasm maps. It could help future attempts, or others.
I have mainly been busy processing the chasm entities in a qc file. In order to have good terrain for this, I copied the first chasm folder. The first thing I came up with is that the wad file is slightly different from Quake's. Mainly in the yellow and pink colors. What I did not succeed are the textures with transparency, which there are still a lot in it. In the end I decided, just like with an HR texture, to add the original chasm tga files. In the game itself I don't see much difference, but when I look at the comparable colors of for example the skin color of the joker, I think it can be done much better. Quake simply has such an obscure range.
@_xaGe: you can find it in the quacktastic/texture files. As the quake.pal and the chasm.pal are rather different I decided to add a tga file with the original chasm.wad colors.
And Dischord. It could be me, but I can't last five minutes on that site by constantly refreshing the page.
It just upsets me, and that's even exaggerated for my actions. :P
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