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Thanks For The
#5274 posted by aguirRe on 2006/08/31 03:17:54
suggestions. I actually tried the first variant with velocity, but for this "actor", the velocity was 0 all the time. Several other properties were also 0, I don't know why.
The only thing that seemed to work was to manually save the origin into oldorigin and also previous camera angle and time into global vars. Then use this to calculate direction (yaw) and check for substantial angle (>45) or time (>2) difference and only update view then.
If you want to check out the original code, it's in ending.qc in the doe_qc.zip (any idgames2 mirror). I can also upload my variant if you want to check it out.
I've also checked several engines for different behaviour and they all seem to work the same way, except Tomaz (which crashes on the r2m8 map) and DP (where the actor can't find its way into the timepod and therefore is forever lost in dragon's lair ... ;)
Demos Use A Single Byte For Angles Too
#5275 posted by mwh on 2006/08/31 04:57:34
The differences between the demo format and the network protocol are very mild, and mostly to do with the packaging, not the content (AIUI).
I made the smooth turn in the qd100qlite2 credits just by writing a python script to write a remaic cam file that contained loads (100 per second or something) of move commands and feeding that to remaic -- no magic here (the recam e1m7 was done in the same way too).
Something that's very definitely the case is that the rules are different during normal play and during the intermission -- this is why the credits are centerprinted and not part of a finale text. Applying the above tricks to an demo that had a finale looked very strange -- jerking all over. If someone can explain how to get rid of _that_, I'd be very interested :-)
Demos Use A Single Byte For Angles Too
#5276 posted by mwh on 2006/08/31 05:52:55
The differences between the demo format and the network protocol are very mild, and mostly to do with the packaging, not the content (AIUI).
I made the smooth turn in the qd100qlite2 credits just by writing a python script to write a remaic cam file that contained loads (100 per second or something) of move commands and feeding that to remaic -- no magic here (the recam e1m7 was done in the same way too).
Something that's very definitely the case is that the rules are different during normal play and during the intermission -- this is why the credits are centerprinted and not part of a finale text. Applying the above tricks to an demo that had a finale looked very strange -- jerking all over. If someone can explain how to get rid of _that_, I'd be very interested :-)
Actors
#5277 posted by Preach on 2006/08/31 07:04:07
I'm guessing the problem is the actor is like a monster, so it's using walkmove/MOVETYPE_STEP to move instead of velocity. This makes it a lot harder to predict, as basically it can move different amounts each animation frame. Also, in standard engines the entity will literally jump position each time a new frame is called. In engines with motion interpolation, the model itself is interpolated smoothly between points, but I believe that the origin still moves in discrete steps.
Anyhow, I'll take a look at the doe ending.qc and see what can be done, and if you would upload your version I'll examine that too.
mwh, your comments are encouraging, although I had worried that the demo format had the same restrictions. I guess as long as the camera isn't trying to do a fixed position pan, and you keep the movement smooth with velocity code or updates tied to PlayerPreThink you can get something as smooth. Can't help you with the finale problem though, very odd stuff. We need an engine coder in here...
OK
#5278 posted by aguirRe on 2006/08/31 07:19:07
I've uploaded my variant (progs + ending.qc) here: http://user.tninet.se/~xir870k/doe_bjp.7z . Thanks for looking at it.
CZG Curve Tutorial
#5279 posted by DaZ on 2006/08/31 16:24:12
does anyone have a hard copy? Please mail it to me if you do!
Well, Not Really
#5280 posted by bambuz on 2006/09/01 15:26:47
Boss Monsters
#5281 posted by Mike Woodham on 2006/09/01 23:41:15
I am looking for a decent, or at least different, Boss Monster for my non-base style QSP1 level.
I will need qc source, not just a model. Any suggestions?
Mike,
#5282 posted by HeadThump on 2006/09/02 00:47:44
There is one I'm partial too that I have not seen used in a released map yet, the zombie master from Custents.
Where's My Manners --
#5283 posted by HeadThump on 2006/09/02 00:55:27
Skill Selector Buttons?
#5284 posted by Baker on 2006/09/02 05:07:16
Is it possible to create skill selector buttons like on coagstart in the Coagula contest without QuakeC?
I haven't had any luck having a button target a trigger_setskill that uses a targetname.
;)
#5285 posted by Baker on 2006/09/02 05:21:00
Nevermind, apparently so!
? But I Can't Get It Work?
#5286 posted by Baker on 2006/09/02 06:03:57
I'm trying to set up buttons to select a skill level (Easy, Normal, Hard, etc.) and a similar setup in cogstart.bsp functions without the progs.dat, so it seems like it should be possible to do without QuakeC, but it doesn't seem to work for me.
I setup a func_button, set the target name to "skilleasy" and a message of "Skill set to easy". I setup a trigger_setskill, set the skill level (message = {0,1,2,3}) and set the targetname to "skilleasy."
I push the button and it doesn't change the skill level (still is skill "1", the default).
I've checked everything 3 times, I've even dumped the .bsp source and compared to cogstart.bsp.
Is there a secret to this or something obvious I am missing?
Hehe
#5287 posted by Baker on 2006/09/02 07:00:52
I decompiled cogstart and took a look at it in a map editor. That was hilarious!
Those buttons are merely psychological, they don't actually do anything meaningful (they don't select the skill), the trigger is the proximity.
Baker
#5288 posted by . on 2006/09/02 14:23:36
Thats what I was thinking.
HeadThump
#5289 posted by Mike Woodham on 2006/09/02 15:18:59
Thanks, it looks good and there's quite a lot more in there besides the monsters.
Anyone any other suggestions?
Repost, W00t!
#5290 posted by Girvo on 2006/09/04 23:17:30
Hi there :)
I have been playing around with the DarkPlaces engine, and I must say that I quite like it. I began working on a mini mod called SlaughterHouse, which all it really did was change the weapons and how they dealt damage (homing rockets, exploding nailgun bullets, sped up shotgun).
After completing that, I thought I'd start on something more adverturous: A Counter-Strike clone (or something similar). Now, I can add in new weapons, change the gameplay and thigns like that. But, I have no real clue when it comes to modelling for Quake/DP. I can model fairly well in 3ds Max 5/7/8 (and then export to 3ds to be imported into Blender, which supposedly I can use to make Q1 models), but I do not know how a model is supposed to be done for Quake/DP. Are there any resources that I should check out?
Also, this mod adds in a heap of new items and weapons. Rather than changing existing ones, I created some from scratch. I can map fairly well for Half-Life using WorldCraft, but I have never tried mapping for a Quake MOD. I can map okay for Vanilla Quake, using the Qoole editor, but I cannot work out how to get it to work with mods which add in new items/weapons. Can I do that in Qoole, or will I need to change editors? If so, what to?
Thanks heaps :)
-Girvo
Girvo
#5291 posted by DaZ on 2006/09/05 02:46:31
Do yourself a HUGE favour and download a copy of worldcraft 1.6 or valve hammer and use that for Quake 1 mapping, Qoole is the ugliest and worst editor on the planet :D
To add in a custom item/monster/gun whatever to worldcraft, just add any point entity you want to the map, then open the properties for it and you can just type in anything you want into the "classname" field, replacing the entity you created initially. Easy as pie! Then you can use the "smartedit" function to add in any custom key/value pairs you have coded for it.
Good luck
Models
#5292 posted by Preach on 2006/09/05 03:37:00
I'm gonna shamelessly pimp my own work here, if you want a guide to modelling for Q1 then this is a start:
http://qexpo.quakedev.com/booth.php?id=32&page=79
This suggests a different route to making a Q1 model, using gmax and quark. At the time of writing, I didn't know that gmax had been discontinued. You can still download it, and with a bit of trouble get it registered, but the process is involved enough that it should go into the guide. Really I want to tidy the whole thing up with things like that, but it's a task for another day.
Anyhow, there's some useful information there, but if you're using 3ds max, you might as well stick with that. If you can export to md3 in gmax you certainly can with the full version of max, and then do the conversion in quark like in there. The plugin you want can be found at http://www.quake3bits.com/htm/tools_utilities.htm
As for the editor stuff, I'm sure everyone will say change from qoole. I started with qoole too, trust them when they say it'll cause you problems.
Yeah
#5293 posted by R.P.G. on 2006/09/05 06:11:38
If you're already using Worldcraft 3 for Half-Life, you might as well use Worldcraft 1.6 for Quake.
Does anyone have a download link for him?
Wc 1.6
#5294 posted by Baker on 2006/09/05 06:36:59
Hm
#5295 posted by Ankh on 2006/09/05 06:44:44
You can also use Worldcraft 3 (or Hammer) for quake editing. All you need to do is to get a fgd file for quake (for example from czg http://czg.leveldesign.org/q/Quake.fgd).
You can edit that fgd file to add any new entities I guess.
Why I Used Qoole....
#5296 posted by Girvo on 2006/09/05 15:33:58
I started using Qoole, as I have my entire editing kit (Quake included) running directly off a 128mb thumb drive :P
Worldcraft 1.6 looks perfect, so I am gonna go get that :)
Thanks for the modelling tutorial, its really helpful :)
Killable Model - ?
#5297 posted by ijed on 2006/09/07 14:03:12
I want to place a killable model in a map, basicly you hit it until it fires a trigger. Unfortunately I have to do this without any coding - I'm running under Qouth. My first idea was to either export the model as geometry and import it to the map with a trigger + health value, (seem to remember an exporter capable of this) or else replace (rename) an existing model with the one I want (one I'm not using) and do the same. But these seem cumbersome methods to achieve the effect. I'm not using the fish enemy, which is an almost ideal candidate for model replacement, except as far as I remember fish die when not in water ;P
So basicly I'd like to know if there's a way to get a model to show up in a map - it doesn't need to do anything at all, not animations or anything (since I can reexport to remove animations if need be).
This is a preexperimentation question, so thanks for any feedback.
Alloc_hunc Again
#5298 posted by madfox on 2006/09/11 14:13:06
I'm mapping with a quark65 a Quake1 map.
It has 194 ent, 151 lights, 1128 polyhedrons.
Use the latest compilers Txbsp1.12 Vis2.30 Light1.42
No warnings. Plays fine in Fitzquake.
I add some polyhedrons and it compiles fine again, but as soon as it starts Fitzquake I receive a Alloc_hunc failure.
I thought this only happened when one uses more than 620 ent?
What happened?
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