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Posted by Tronyn on 2004/01/15 22:43:08 |
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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#476 posted by Lardarse on 2005/10/18 21:34:42
I'd prefer more talk, more screenies, more things to test, more of everything! These times where there's nothing that I can do to contribute to this project are making me think about everything else too much...
Patch Day
#477 posted by Preach on 2005/10/19 02:15:36
http://people.pwf.cam.ac.uk/ajd70/progs-14-10-05.zip
Contained herein: The new improved chaingun code, thanks lardarse! Also, teleporting monsters, flag 64 for teleport when triggered, flag 128 for silent teleport. The troglodyte now no longer locks up when it casts the large explosion. Doors can now be opened by the chainsaw without jumping around. Maybe a few other fixes, I'm not sure.
So still to come is the enhanced chaingun animation and the multirockets. Maybe by Sunday...
Re: #475
#478 posted by Tronyn on 2005/10/19 02:23:36
Hey, I just released a Q1SP. Thought that'd keep you people quiet for a while :)
Wrong Link, Preach...
#479 posted by Lardarse on 2005/10/19 05:53:47
Well
#480 posted by Zwiffle on 2005/10/19 06:18:58
If people release things that require stuff I don't have it doesn't tend to keep me happy =/ More screenies!
Preach
#481 posted by PuLSaR on 2005/10/19 13:20:15
another little buggy: i have a secret which is triggered by the the armor itself (it targets trigger_secret), I get the message and secret sound but the number of secrets I found doesn't change. It works in normal quake.
btw Tronyn: it's really a time to update the site with more info and screenies and maybe something more.
Wtf?
#482 posted by metlslime on 2005/10/19 14:00:34
how fucked up is the source code that basic features like secret counting don't work?
Metlslime
#483 posted by PuLSaR on 2005/10/19 14:23:31
normal trigger_secrets work as they should, while one secret with 'targetname' don't. I also wonder why.
Chaingun Changes:
#484 posted by Lardarse on 2005/10/19 15:28:10
The main changes are:
- Instead of using 2 ammo per shot, it uses 2-4 ammo per shot, but the shots are now a consistent 0.1 seconds apart, instead of an inconsistent 0.05 seconds.
- Damage was reduced from 40 per bullet to 20ish. but I nerfed it too much, so it's back up to 25ish.
- FC had some weird MultiDamage hack in teh code (as used in the shotgun code) which I removed to make the code be handed haster, and also because the gun is supposed to be firing the bullets 1 at a time.
- Recoil has been recuded by about 30%, and recoil in the vertical direcion is significantly reduced. I don't think that this gun should be non-damaging RJ replacement weapon...
Other than that. it's just cleanup. I'm sending an updated version to Preach in a moment, because I nerfed it a bit too much, and also because it's not behaving exactly as expected. But I'm happy with it.
Onto the bugs I've noticed. The slug ammo no longer decreases when the chaingun is firing. This is likely to be because of a change that Preach made to make it work properly in the first place that I didn't know about. Also, it doesn't display when you are holding the gold or silver key.
I think that's everything...
Oops
#485 posted by Lardarse on 2005/10/19 15:32:30
I kinda nerfed recoil but 60% instead of the desired 25% so I'm fixing that as well.
metlslime: lol
Chaingun Revisited
#486 posted by Preach on 2005/10/19 18:39:40
I had to make a few changes to the chaingun to make it compile, and while I was at it I fixed the ammo, so the patch released today has chaingun working at full capacity. I'll try and merge the file you send me so all the changes come through without breaking things.
metlslime - quite a few things have been broken because a lot of the code was rewritten before I got it. About half of the monsters use some extra functions and fields to reduce the amount of duplication within the monster code. To my mind it's kinda a wierd thing to do, it reduces the progs size, but at the expense of adding fields that take up just as much memory if not more. But the baron monsters would have to be completely rewritten from scratch to change that, so I'm inclined to fix the code that's there rather than scrap it all.
On the other hand, ths secret issue could just be a small conflict oweing to the addition of the master field. That's caused problems in the past.
Key icons I was aware of, but I thought I'd consult about them first. The code now offers many additional keys, copper, bone, things like that. So one solution I was considering was to get rid of all the power up icons(to my mind they're not that useful) and use those slots for icons for the remaining keys. Otherwise I could make it so just silver/gold keys get icons like before, but it's not very consistent. Also, with all those keys, things might get confusing - would having the key icon blink until you got it be helpful or distracting? The trigger to start the blinknig would be trying a door that needed a key and getting the "you require the obsidian key" message. I'm kinda leaning away from it now I've though about it, but I'll put it out there anyway. Any thoughts?
Wow
#487 posted by necros on 2005/10/19 19:40:02
why on earth would you need that many keys? you'll need to code a keychain soon.
wow, that was terrible. o.o
#488 posted by Zwiffle on 2005/10/19 19:40:47
I hereby remove necros from the earth.
You're welcome.
Use A Proper Fucking Compiler :-P
#489 posted by Lardarse on 2005/10/19 20:33:30
Part of the problem with making it compile was probably that you're using frikqcc to compile it, and I'm used to using fteqcc. I think I have everything sorted out in the version that I will send you tonight...
Key icon blinking would be distracting. I know that there are now 7 keys available, and bar engine changes, it's going to be tricky to display them all. I would be inclined to do it, so that you display 1 of the key icons if you have at least 1 key, and display bth of them if you have more than 1. Then, use an impulse to (centre)print the keys that are being held.
Speaking of powerups, how many will this project have? I assume that there will still be the quad, the pent, and the ring, but what else?
Black Magic
#490 posted by PuLSaR on 2005/10/20 10:52:53
I have a problem. It looks like spawflag64 teleporter has a bug - it crashes the map when I try to spawn an orge. I get a message:
EDICT 262:
modelindex 188.0
absmin '2079.0 -737.0 -1.0'
absmax '2145.0 -671.0 89.0'
movetype 4.0
solid 3.0
origin '2112.0 -704.0 24.0'
classname monster_ogre
model progs/ogre.mdl
frame 1.0
mins '-32.0 -32.0 -24.0'
maxs ' 32.0 32.0 64.0'
size ' 64.0 64.0 88.0'
use monster_use()
health 200.0
takedamage 2.0
view_ofs ' 0.0 0.0 25.0'
flags 544.0
waterlevel -1.0
watertype -1.0
yaw_speed 20.0
spawnflags 128.0
targetname door4t
noise ogre/ogwake.wav
th_stand ogre_stand1()
th_walk ogre_walk1()
th_run ogre_run1()
th_missile ogre_nail1()
th_melee ogre_melee()
th_pain ogre_pain()
th_die ogre_die()
mdl progs/ogre.mdl
pausetime 100000000.0
hmodel progs/h_ogre.mdl
Host_Error: PR_ExecuteProgram: NULL function
And I haven't checked it enough but it seems like func_wall's invisible mode (spawnflag 1 doesn't work properly).
Also I feel like this mode has really a deal with black magic: something strange happens to my editor, it goes crazy. Objects' properties change somehow without my help, entities turn from one to another... err I hope that's just a bug that won't return after I restart my editor. But if not..
Preach are you sure you didn't use voodoo or something working with your progs.dat?
#491 posted by Lardarse on 2005/10/20 13:29:43
And I had a crash saving the game the other day, but I haven't tried to repeat it since. Can anyone else look into this?
Hot Off The Presses And Right On Time
#492 posted by Preach on 2005/10/20 15:55:12
http://people.pwf.cam.ac.uk/ajd70/progs-20-10-05.zip
V2 of the chaingun is in, the code pretty much worked straight off, which is good. I also altered the model and the animation frame code so it works much better with interpolation, while maintaining the same good behaviour on normal engines. There's even a cooldown animation when you stop firing!
The teleporter crash is fixed, I thought I'd got it once before, but now I've got it figured out much better. I blame all the rewrites, with the normal ID code it's twice as easy to impliment the teleporting. Speaking of rewrites:
/*==================
T_SECRET: Secret Trigger
This file's an experiment to see if it's possible to split
the trigger_secret's code from the trigger_multiple.
====================*/
Yeah, I'd not seen that before, so now the secret trigger is fixed if you pick up an item that targets one.
I don't get what you're saying about the func_wall though. In the original ID code there's no spawnflag 1 behaviour written, and the code hasn't changed here. If it's a feature you need tell me what it's meant to do and I'll add it.
And I can't do anything about the editor or saving problems, both of those are out of my hands. Ah well, G'night all.
Well
#493 posted by PuLSaR on 2005/10/20 16:24:14
from FC manual to this progs.dat:
The following brush entities have extra functionality added as described below.
3.3.1. func_wall
The following spawnflags have been added.
1: "Invisible": The brush model for the func_wall will not be drawn.
2: "Toggle": The func_wall can be toggled "on" (drawn and blocking) and "off" (not drawn and non-blocking). When used in conjunction with the "Invisible" flag, one can have something like a forcefield.
Donloading latest patch...
Don't Worry, I'm Being Punished
Whoever invented Morrowind's scripting language will surely burn in hell.
Guns Are Good, Now
#495 posted by Lardarse on 2005/10/20 22:34:50
Now I want to see some maps to test...
The Day Today
#496 posted by Preach on 2005/10/21 17:01:52
http://people.pwf.cam.ac.uk/ajd70/progs-21-10-05.zip
Stuff:
*Func_wall now has those spawnflags
*Cycling weapons backwards added
*Enforcers will now actually fire at you
*Big optimisation on the AI overhead - essentially when monsters weren't attacking they'd call walkmonster_start_go every frame, which would then call the stand/walk think function, along with resetting all the default settings in walkmonster_start_go needlessly. This has been corrected, now monsters think their function directly after the first walkmonster_start_go. Funnily enough, this would have fixed the teleporter crash from yesterday as well...go figure. I think it's also fixed a rare AI bug where monsters who were mad at other monsters would become trapped in a run cycle and never attack, but since it's hard to replicate I'm not sure of this.
Preach,
#497 posted by HeadThump on 2005/10/21 18:02:30
It sounds like a heroic effort.
Fat Controler -- come on back to Quake if Morrowwind is wigging you out. The new Nehahra when it is released will certainly give you some interesting things to play with.
Pulsar, Preach, Lardarse
#498 posted by Tronyn on 2005/10/22 07:41:12
you guys have mail
Preach
#499 posted by PuLSaR on 2005/10/23 09:31:23
Some more bugs:
Spawflag64 somehow doesn't work for spawning custom monsters (at least monster_sorceror/alcolyte/warlock). I didn't check the others, but these ones definately don't want to teleport. They even don't disappear in the beginning.
Also scrags behave themself strange after spawning. They don't just hang where they were spawned, they begin to move in strange directions. I'll dig more about it sooner.
And invisible func_wall doesn't work for me even now.
Post #500
#500 posted by PuLSaR on 2005/10/23 18:42:23
oh Preach
I've just found that i used not your latest patch. Func_wall works as it should. Thanks.
But:
The game now crashes again when i try to spawn fiends and scrags (and maybe orges) with the similar message. Tho everything worked fine it your previous patch.
Magi still don't spawn.
message:
EDICT 272:
modelindex 213.0
absmin '1535.0 -305.0 255.0'
absmax '1601.0 -239.0 345.0'
movetype 4.0
solid 3.0
origin '1568.0 -272.0 280.0'
angles ' 0.0 25.0 0.0'
classname monster_demon1
model progs/demon.mdl
frame 1.0
mins '-32.0 -32.0 -24.0'
maxs ' 32.0 32.0 64.0'
size ' 64.0 64.0 88.0'
use monster_use()
health 300.0
takedamage 2.0
view_ofs ' 0.0 0.0 25.0'
flags 544.0
waterlevel -1.0
watertype -1.0
ideal_yaw 225.0
yaw_speed 20.0
goalentity entity 274
spawnflags 65.0
target cou_trm_3
targetname mon_tel_trap_1_3
noise demon/sight2.wav
th_stand demon_stand()
th_walk demon1_walk1()
th_run demon_run()
th_missile demon1_jump1()
th_melee Demon_MeleeAttack()
th_pain demon1_pain()
th_die demon_die()
mdl progs/demon.mdl
pausetime 100000000.0
movetarget entity 274
hmodel progs/h_demon.mdl
Host_Error: PR_ExecuteProgram: NULL function
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