HodgePodge Code
#651 posted by sock on 2016/02/23 23:30:55
Heads up to anyone thinking about going all Pacman on the code.
The Entity state system required a re-write of pretty much every entity/function in the original Quake codebase, that feature is difficult to remove from AD because it has hooks everywhere!
The Particle system is very self contained to three QC scripts. I would highly recommend making sure to grabbing patch 2 because there was some changes that affected the particle system and stop it going crazy reaching the entity limit and not going down.
The breakable system did start out as a separate function, but in order to give it the AI awareness it needed hooks all over the place; combat, ai, projectiles and it is harder to isolate.
forgot to add the ceramic sound effect
The ceramic was going to be a new type especially linked to breakable models (pots or containers) but sadly I ran out of time. I had most of the H2 assets remade with new skins, just not finished on time.
The original idea was to spawn spiders, vorelings or goodies (ammo/health) inside of the breakable pot models. I needed to create more code for monsters to spawn floating, but it never happened and the whole thing got shelved at the last minute.
I would have loved to see health vials and armour shards added, maybe have them drop from pots
You can setup item_backpacks with random/exact amounts of armor to act like shards. I used them a lot in ad_e2m2 (source map exists in patch) There are plenty of backpack skins to choose from if you wanted something unique looking.
Yeah, backpacks are still good... Just seems weird emerging from pots.
Though some mods had coins drop that gave you armour :p
The Code Isn't Hodgepodge
#653 posted by Qmaster on 2016/02/24 00:54:47
I think your qc is much better than my own. I gave up and put all variable definitions in one massive defs2.qc file. So much for object oriented. Plus you have comments on everything and detailed explanation of key|values for every entity. I'm spoiled rotten sifting through your code, it's beautifully commented and is a tutorial in itself.
I get lost in my own code sometimes...now where did I put th_pain() at?
Ability To Overide The Backpack Model?
#654 posted by Skiffy on 2016/02/24 04:42:37
Ability to overide the backpack model with another MDL using string paths? That way you could make your own armor shard with a custom mesh and hijacking the backpacks entity with lower values and pickup sound? :)
#656 posted by mwh on 2016/02/24 10:29:43
Just in case the negativity is getting any of the people who made this down: this map pack is super awesome and you all did something really great.
A Shower Thought
#657 posted by Jon on 2016/02/24 12:24:00
It occurred to me last night that a bunch of people made 3D models of Hexen (1) monsters for the Doomsday engine - http://dengine.net/addons - I wonder if any of them are suitable, or perhaps good stand-ins. There are some hexen 1 monster equivalents to 2 (the mages for example)
The Internet Never Surprises Me
#658 posted by nitin on 2016/02/24 14:04:03
with the things people come up with to criticise.
Late To The Party
#659 posted by adib on 2016/02/24 14:33:24
Only yesterday I tried AD FGD in Jackhammer. It's a whole new world of possibilities to explore. I made a new setup in JH to map for AD. It felt so great to run the level and be surprised to see my torches sparkling.
I never intended to mod Q1, but now I realize I really don't have to. AD gave me toys to play for a long time now.
If I didn't praise and thank enough, here it is.
Nitin
#660 posted by ijed on 2016/02/24 14:48:07
That's such a short post.
Writing On The Wall
#661 posted by sock on 2016/02/24 16:11:15
you have comments on everything and detailed explanation of key|values for every entity
I really wanted the code to be as portable as possible so stuff can be cut and paste easily to other projects. Also some of the functions developed over time and I kept a running commentary, so its easier to understand what changed and why.
Ability to overide the backpack model with another MDL
Unfortunately this cannot be done with the item_backpack, its hard coded for a specific model and loops back through the existing backpack function (drops from monsters).
I wanted to add a proper armour shard system, (pieces of armour like what Heretic did) but I remember the backlash RMQ got over such a system. Many Quake fans see shards as a bad design element of Q2/Q3 and not really suitable for Quake. So I hid the function in backpacks and worldspawn keys instead!
this map pack is super awesome and you all did something really great.
Thank you, hearing stuff like this never gets old, especially after all the time that the team poured into creating this mod!
a bunch of people made 3D models for the Doomsday engine
I looked at this and the models are mostly in a special Doomsday engine format. Also there is palette issues, they certainly look cool the one's I could view.
the things people come up with to criticise
Yeah I am never surprised either!
#662 posted by necros on 2016/02/24 23:44:37
i don't remember anyone complaining about the health vials in ne_ruins..? and i don't remember backlash in RMQ about armor shards. I always like the doom health and armor bonus items!
Ne_ruins
#663 posted by Qmaster on 2016/02/25 00:17:21
That map had its own style, and the vials went well with it. The coins were maybe a tad bit bright but interesting nonetheless. Kept expecting to come across a weapon or ammo shop or something to spend them on.
One thing AD needs is that pushable swinging gate the source code of which somebody doesn't care to share. Would have fit right in at the beginning of AD's secret level.
I would have loved to have hinged doors in Quake. Half-life managed to do this fairly well, has it been done in Quake?
+1 For AD
#665 posted by Qmaster on 2016/02/25 00:20:39
Don't you just hate it when source code isn't available for something truly amazing *cough quough cuoth*
Dunno why you'd need the source for Quoth when AD has a lot of its features already.
Did quoth have the hinged doors? I don't remember them.
Yes
#667 posted by Qmaster on 2016/02/25 00:24:31
ne_ruins has the coolest Quake swinging squeaky metal gate ever!!
Don't Know About Quoth Doors
#668 posted by Qmaster on 2016/02/25 00:25:01
I'm sure necros will let you in on that secret. :P
#670 posted by necros on 2016/02/25 02:17:57
One thing AD needs is that pushable swinging gate the source code of which somebody doesn't care to share
wat. i posted the code multiple times... i even explained it.
Pissing In The Wind...
#671 posted by ijed on 2016/02/25 06:00:27
Doomsday
#672 posted by Jon on 2016/02/25 11:41:46
> I looked at this and the models are mostly in a special Doomsday engine format.
Oh, that's a shame. I might be mis-remembering but I think/thought they just took the quake model code right at the beginning of the project and used MDLs. But that was 10+ years ago and the might have moved on, or I could be completely mis-remembering.
Doomsday Models Used To Be MD2
#673 posted by mankrip on 2016/02/25 22:53:20
IIRC.
King Dime Of The Doom Community Is Streaming AD Right Now!
#674 posted by Breezeep_ on 2016/02/27 03:38:27
Ad_necrokeep
#675 posted by Vondur on 2016/02/27 12:19:33
very cool map! i liked its interconnectivity and overall designs. cobwebs and breakables work amazing there. got lost a couple of times but that's ok.
demo https://cloud.mail.ru/public/Bosx/whrJM8N5b
(died several times ;)
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