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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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Hot Off The Presses And Right On Time 
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 
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 
Now I want to see some maps to test... 
The Day Today 
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, 
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 
you guys have mail 
Preach 
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 
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
 
Ya Bastard 
I wanted post 500 
Internet Outages 
Can't connect my comp to the internet again, patch forthcoming as soon as it does(and I get this backlog of maths work done...)Mages didn't have the teleporting permitting code in, they do now. As for scrags, I've spawned them fine with the current patch, maybe the fix for ogres broke fiends. I'll look into it. 
 
Preach are you still alive? 
I'm Here 
Finally got the connection back today, so here's the patch before it breaks again.
http://people.pwf.cam.ac.uk/ajd70/progs-27-10-05.zip
Fixes teleporting monsters, although I still don't see what's wrong with scrags, unless you're trying to make them patrol after they teleport in. Not sure how well that will work if you do. If you really need it, I'll look for a fix.

Also a few balance tweaks, tidied up the chaingun animations some more, key icons now work(or did they last patch?). Putting icons for the other keys in would take a rewrite of how the powerups are done, but since nobody seems to need the feature it's probably not worth investing time in. Ok, have fun! 
Preach 
Who of these guys is the weakest: Acolytes, Sorcerors and Warlocks?

Biw is it possible to make something like "magic" visual effect? I mean kinda fluids in the air, permanent and temporary. For example I want to make the effect of magic crated bridge. When player presses a button the bridge moves from the space outside of the map to where it should be (with speed 1000), but plater doesn't see it. Then player teleports back (after a few seconds) and sees the bridge. I want this bridge to be covered with that 'magic' effect for 5-7 seconds.
Or another example. There's a place of rituals in my map. When player enters that room he sees that place surronded by mages (they are summoning someone there). There should appear that magic effect. Then player kills all those mages, but ritual as already made. Magic effect stays after their death. And after a few seconds a big bad monster spawns in that place.

Is it possible to make something like that? I remember forcefields in base maps. Maybe it could looks something like that but with different color and not plain. 
 
dunno what "fluids in the air" means and "magic" isn't very descriptive XD, but if you want, you can use the hip code that makes particles and simply make those flash for a bit. 
Tronyn 
Did you recieve my emails? The only I replied you recently and the one I sent you a few weeks ago to your netgames address. 
 
only=one 
Through The Looking Glass 
Even though my connection is technically broken, I've found a way round that to upload today.
http://people.pwf.cam.ac.uk/ajd70/progs-30-10-05.zip
Two changes. One is to do with acolytes and warlocks. The hierachy of mages is meant to go acolytes < sorceror < warlock. Unfortunatly a bug/feature meant all acolytes were being turned into warlocks anyway. Been fixed now, but it means monster_mage now defaults to acolyte rather than warlock.

The other change is a quickly hacked together entity you might find handy for that magic effect. It's called misc_magic, and it spawns the effect from the troglodyte magic. Parameters are:
count - duration in 10ths of a second
weapon - colour of the particles
lip - radius of the circle
Just target it to set it off. I dunno if it'll actually do what you're after, but on the plus side it was only 10 lines of code. 
 
For those of you who don't know, these new mages can use any weapon their underlings can. You can set the rank of a monster_mage with a count between 0 and the default of 2, or use monster_acolyte, monster_sorceror and monster_warlock entities.,/q>

count should default to 0, yes? 
Exactly 
Default for count is 0, but there was a lump of code that changed count to 2 any time it was 0 or greater than 2. presumably so that when you made a default monster_mage it became a monster_warlock. Which is well intentioned in itself, but the problem is monster_acolyte just calls sets it's own count to 0, then calls monster_mage, so you get in a mess. Only reason I mentioned it was if people had used a monster_mage already, expecting it to default to monster_warlock as it had been so far, they'd need to alter it to make it the correct level. 
Bump! 
Given the essentially infinite number of these entities you can use and the consequences of them firing at targets, any start/hub map type functionality can be implemented. You could even have the start map fill with monsters once the rest of the maps have been completed.
(From Quoth mapping tutorial, about info_endgate and info_mapgate)

Wasn't it our plan to have the stsrt map invaded by monsters once the other maps had been done? Do we still want to do this? If so, is there any chance that we can co-ordinate with Necros and Kell to have this as a feature? 
Monsters In The Start 
If it's needed, it'd probably be easiest to add it directly. The ammount of rewritten code in the arcane progs means merging things from other mods is often just as involved as writing them from scratch. I'd probably just go with adding another spawnflag like the teleport flags, which removes the monster if a value isn't set, and a corresponding option to set that value on trigger_changelevel. Seems easier, since it's just a single monsters on/monsters off situation. 
Yes 
Monsters in the start map is basically what I wanted.

The thing is though, we could just use two different BSPS - as the maps will be played in a linear order, the final map could just link back to a different version of the start, containing monsters etc. 
Linear Order? 
That's not how I imagined this to go...

My idea was that you have a start map which is a hub to 3 arcane-themed maps. Once you have done those, a door opens to a more evil area that willl lead back to the variant base map.

Of course, you are the project leader, so it's your call... 
Well 
Originally, Fat Controller wanted the start map as a sort of a "hub" to several other maps.

But lately Pulsar suggested having the maps in a linear order, which I now think might be better. We are kind of thinking of having a thematic progression in the maps, which would make more sense if they were in a set order.

But it's not set in stone.

Btw if I don't have a beta of my first map ready by December then someone shoot me. 
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