Links
#26 posted by Mike Woodham on 2004/10/17 10:09:18
Mike
#27 posted by aguirRe on 2004/10/17 10:47:36
Can you please post the d/l link too?
Yes Please.
#28 posted by Morfans on 2004/10/17 10:48:05
That'd be lovely. :-)
Please send it to richard.skidmore@tesco.net though as the address I gave above (indeed all planetquake email addresses, it seems) is bolloxed at the moment.
Ta.
On What To Do With Teleports...
#29 posted by Preach on 2004/10/17 11:04:38
There's a little more modification that just the code for each monster, but it's hidden in other QC files all over the place. I'd explain exactly what I did, but I no longer have the mod I made, so I'll have to go from memory on what I did.
The modification to each monster basically splits the precaching and the setting up of the monster into two seperate functions. In the first function it precaches all the models and sounds, then checks if the teleport flag is set. If it is set, then the function ends with the monster waiting to be triggered. If it's not set, it calls the second function.
The second function is the bit that sets the model, health, size, etc of the monster. This is either called straight away, or at the moment that the teleport is triggered. Near the bottom there is a very important function called, namely walkmonster_start. This is where one of the hidden changes comes in.
Walkmonster_start is in monsters.qc, and is used for setting up some AI stuff. But crucially it has a little part which creates a random delay before the monster starts thinking. This is important at the start to prevent crashes and also so that monsters don't have exactly syncronised frames. However, when you teleport monsters in, you don't need this delay, as the server is set up already. I've seen a few maps with teleportation where this isn't fixed, and teleporting monsters are frozen while they teleport. It's not fatal but it's kinda ugly, so I added an exception here for teleporting monsters.
Somewhere in the process of triggering the monsters I added the teleport flash and telefrag trigger, but I don't remember where that bit of code is, whether it required a new function, or whether I modified the existing ones in any way. Perhaps if mike can post the original source, I can figure that one out.
I expect that you guys don't need all that detail for adding the QdQstats patch, as they affect different sections of the code, and QdQs is probably a nice plugin type mod, but I figure some of that info might be useful for anyone who wants to adapt the teleporter code into another mod(like a monster patch). Of course, providing the code would probably be even more helpful, but I just don't have it with me...
Thanks Mike!
#30 posted by mkreuz on 2004/10/17 11:31:26
One of the best oldtimers!
Links
#31 posted by Mike Woodham on 2004/10/17 11:32:48
Bloody hell! I didn't screw my head on properly today, did I?
http://www.mikewoodham.com/Quake/Downloads/testers.zip
Morfans/Preach
#32 posted by Mike Woodham on 2004/10/17 11:43:28
E-mail is on its way to Morfans.
Preach: did my Friday e-mail get to you OK. If so, I can send you a copy of your original .zip file to you.
E-mail Works
#33 posted by Preach on 2004/10/17 15:09:11
Yeah, it got through, so if you send it there I'd be obliged
Nice One.
#34 posted by Shambler on 2004/10/17 15:15:46
Good fun map, interesting designs, some clevar touches, good gameplay shiznat, quite a few bits I liked, GK arena was fun, I killed 1 scrag and the 2 shamblers that's all =). Cool secrets although I only found 3/7, had 2 YA's at the end and none earlier on...
Yeah it was cool. Only problem was the "painted on trim error" common to many maps.
Great Map
#35 posted by Zwiffle on 2004/10/17 15:35:17
99/100 enemies, 0/7 secrets, 15:17.
That was a tough map, it took me a good 6 or 7 tries to complete it. I found only one secret, but couldn't figure out how to get back from it, so I abonded it on my other runs. Very quality map. More!
Secrets
#36 posted by Mike Woodham on 2004/10/17 15:43:38
Yes, I kind of forgot about the secrets. I had placed them in the map very early on in the build and just plonked things in them to 'mark' them. I never went back to them to consider what was in them and how they might be found or used.
There are three(!) YA, one GA, one Pent., one quad, and one transporter short cut. And as a bit of a teaser, the quad and pent. are very close to the final battle.
The LG is not a secret because you can see it and it's obvious how it can be obtained albeit that it needs to be done carefully.
Anyway, glad you liked it - I'll let the babies know.
Preach
#37 posted by Morfans on 2004/10/18 00:34:43
"...and QdQs is probably a nice plugin type mod..."
Not really :-)
But if, as you say in your readme, you have commented all your lines with //PREACH then it should be quite easy.
It's complicated slightly that there's stuff for dragons and bowmen in there (only checked ai.qc so far) but thanks for your help and comments. I'll let you know how I get on. :-)
Preach Again
#38 posted by Morfans on 2004/10/18 02:51:22
The only thing you didn't mention in your post above was the bit in triggers.qc that joins it all together :-)
There's a couple of people testing it at the moment then later on we'll upload and post on SDA in case anyone wants to play with trigger info, grenade timers and exit times accurate to 5 decimal places... ;-)
Fmb100 - Secrets
#39 posted by Mike Woodham on 2004/10/18 12:58:09
I have been asked for some spoiler information and have produced a crib sheet if there is anyone who has not yet figured them out (and still wants to).
I won't post it here so ask here or e-mail me mikewoodham - AT - msn - DOT - com
Make A Nice Dm Map!!!
#40 posted by Trinca on 2004/10/18 13:02:57
you got great maps, could you make next a dm map ? ;)
Trinca
#41 posted by Mike Woodham on 2004/10/18 13:14:33
Sorry, I don't play DM and therefore don't map for DM. I wouldn't even know where to start.
For SP it's easy: start at a begining, and follow one or more routes to the end. And that's it. Sorry.
O.k
#42 posted by Trinca on 2004/10/18 13:32:15
I just keep playing your Sp maps ;)and the new dm that will come bye other�s
Great Map Mike And Tronyn
#43 posted by Scragbait on 2004/10/18 17:52:54
I've enjoyed all the FMB maps and this one is no exception. The one map that I'm working on has an uninterrupted line of sight that is almost as long as the one in this map. I'm not the only one beating up on the Quake engine. Here are some notes:
- I played Hard and got 100/100 kills and 5/7 secrets. I'm going back to see if I can get the missing 2. The map had a long play time which is also good and I love the old skool atmosphere. Haven't seen the hanging gutted corpses in awhile. Ran just fine on FitzQuake 0.75.
- There were some good surprise scraps and I died my share of times but the combat never was unfair.
- Lots of ammo, especially nails and grenades. This made Hard easier since ammo conservation wasn't needed.
- There was a nice variety of lighting, from dim and creepy to full daylight.
- The terrain is great - I went to the site in your readme to look for the util, but I'm not sure if I know which file to download. I'd like to try the program since I'm not crazy about manually making terrain.
- The secrets were good but one was really hard to reach for me - took a lot of tries. This is a good map for secret hunters.
- There is a pocket near the ramp that has a button beneath blocked by steel bars. I went looking for secrets and jumped in and became trapped. Perhaps it was supposed to be lava filled but instead is a pit you have to noclip out of.
- The end was a total party and using delays rather then counters added an element of urgency. I held my fire to get the infights going.
Cool map and it was nice to check here and see another FMB collectable.
Yeah
#44 posted by Vondur on 2004/10/19 04:32:00
replayed the map with the proper route now.
found SNG. everything was nice and fun!
thanks again mike und tronyn!
real nice piece of stygian world :)
Mxyzptlk
#45 posted by Mike Woodham on 2004/10/19 07:49:21
Scragbait: Glad you liked it. Sorry about the missing lava - I don't know what happened as it was there originally, honest. I only saw it when I played necros's demo, and by then it was too late to fix it. The Terrain Generator is here:-
http://countermap.counter-strike.net/Nemesis/index.php?p=9
Read the tutorials.
Vondur: thank goodness you played the full route. Now you can try Speedrunning!
Found The Other Two
#46 posted by Scragbait on 2004/10/19 21:54:58
Secrets. 7 out of 7 without cheats. Both were yellow armours.
Speedrunners Wanted
#47 posted by Mike Woodham on 2004/10/27 17:48:57
OK, Fmb100 now designated a Speedrunners map!
http://www.planetquake.com/sda
Get over there now...
Also.
#48 posted by Shambler on 2004/10/28 05:57:09
I notice with a certain amount of resigned and unsurprised amusement that they've also added Obiwan3 and Sadlark7 - which I did the first runs (admittedly quite amateur) on several years ago, but of course that got completely ignored, eh??
W3rd.
FMB100 will be interesting though.
Shambs
#49 posted by lodis on 2004/10/28 09:05:26
It's not like we keep tabs on what runs you did or did not do like 6 years ago. The speedrunning world does not revolve around you :)
on another note I'd be interested in why adding obiwan3 and sadlark7 is amusing.
...
#50 posted by necros on 2004/10/28 13:03:22
what the hell is obiwan3 and sadlark7? O_o
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