#506 posted by necros on 2005/10/29 12:45:12
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
#507 posted by PuLSaR on 2005/10/29 19:16:29
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.
#508 posted by PuLSaR on 2005/10/29 19:17:35
only=one
 Through The Looking Glass
#509 posted by Preach on 2005/10/30 13:30:51
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.
#510 posted by Lardarse on 2005/10/30 22:32:08
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
#511 posted by Preach on 2005/10/31 05:51:51
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!
#512 posted by Lardarse on 2005/11/06 08:01:53
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
#513 posted by Preach on 2005/11/06 08:27:32
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
#514 posted by Tronyn on 2005/11/06 13:35:29
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?
#515 posted by Lardarse on 2005/11/06 23:46:52
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
#516 posted by Tronyn on 2005/11/07 00:24:32
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.
 Oh, And
#517 posted by Tronyn on 2005/11/07 00:25:11
if I haven't updated the project's web site within a week then give me the same treatment.
 Which Weapon? [nt]
#518 posted by Lardarse on 2005/11/07 06:07:46
 An Uninformed Opinion
#519 posted by bambuz on 2005/11/07 06:49:28
make it have some kind of structure, not just a hub where you can do maps in random order and start with shotty in each. That isn't so great imo.
 I'm Taken Away
#520 posted by PuLSaR on 2005/11/07 14:58:50
I have to leave tomorrow. Not to leave the project but leave my home and pc until february.
My knave map is about 1-2 weeks to be finished (beta) but I was called today and told that I must go tomorrow. In fact I should have left in august-september but (fortunally for this project, unfortunatelly for me) I'm leaving only now.
I'll come back soon and finish my map and make a new one. I hope Tronyn will finish something when I return :)
See ya, guys.
#521 posted by Lardarse on 2005/11/07 15:14:36
make it have some kind of structure, not just a hub where you can do maps in random order and start with shotty in each. That isn't so great imo.
Who said anything about resetting the weapons between the maps ???
PuLSaR: Good luck, whatever it is you have to do...
 Well
#522 posted by bambuz on 2005/11/08 10:31:41
have luck balancing combat if you don't know what weapons the player'll have.
 Tronyn Et Al, Re Post 516
IMHO:
linear order > hub.
bye!
 Fair Enough...
#524 posted by Lardarse on 2005/11/09 01:17:59
So we have a start map, 3 arcane maps, an evil map, and a final map where your library gets invaded. Sounds good...
 Source For Baron
#525 posted by Baron qc on 2005/11/16 11:54:16
Hello everybody can somebody sen me into mail email rpature�s baron qc code please.My mail is testtesttest@seznam.cz
Please help me!!!!
 Tronyn
#526 posted by Lardarse on 2005/11/17 05:43:24
Your time is up...
Btw if I don't have a beta of my first map ready by December then someone shoot me. ... Oh, And if I haven't updated the project's web site within a week then give me the same treatment.
I'm coming for you with my chaingun...
 Oh Shit
#527 posted by Tronyn on 2005/11/23 17:28:52
It's up! It's up!
as usual, http://www.planetquake.com/tronyn/arcane
Main thing on the page is that I'm looking for *one more mapper.*
My beta will be ready in december; maybe two beta maps, actually.
Then I can start building the library/cathedral/mansion/university or whatever setting it is on earth.
#528 posted by Lardarse on 2005/11/23 18:40:37
... and the humorously named Lardarse ...
That's one way of looking at it...
 Tronyn
#529 posted by . on 2005/11/24 02:16:59
That header graphic makes the page wider than 1024.
 Lol
#530 posted by Tronyn on 2005/11/24 05:22:37
well the entire page is shit, so I think I'll keep it that way on principle :)
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