 Co-op Flags
#748 posted by Preach on 2007/03/18 21:12:34
I'm pretty sure doing co-op flags progs side will make them as effective as the engine side flags, as long as you make sure the removal code preceeds any precaches the entity code has. All the bmodels in the map are cached regardless of whether the entities that use them are spawned or not - you can check this with the mcache command. So it's only precaches of external files that are reduced by spawnflags, and these are the ones a co-op flag would help.
#749 posted by Trinca on 2007/03/18 21:15:47
i like this a lot!!!
"force fields"
#750 posted by necros on 2007/03/18 21:21:26
i was refereing to bmodels.
#751 posted by necros on 2007/03/18 21:21:46
and i didn't know that! (wish i could edit posts...)
 Kell, Necros
You are both so sexy when you talk Quoth. Meanwhile -- ooh, dibs on starting the coop pack idea again!
 Kell + Necros
#753 posted by than on 2007/03/19 05:20:25
It's great to hear from both of you again, and a relief to know that you are still interested in finishing up the Quoth pak1 content.
I've been doing some optimisations to my big map myself, and have managed to add a couple of new enemies without going over the limit for precache models, but I have a lot of secrets that need triggers (more than red777 ;) so that trigger code is going to be a life saver.
I'd really appreciate the head model disable worldspawn flag if it's not too big a deal to implement.
By the way, the info_trap works really nicely - I set them up in my map last night. The only thing it's lacking right now is the ability to set custom models (I really want to use lava balls). There is a lot of flexibility there otherwise - seems like one might be able to make some really nasty surprises for the player with some creative use of the entity.
I think I've asked Metlslime multiple times about increasing limits in Fitzquake, but I don't think he's been working on FQ lately for whatever reason. I'd prefer the max marksurfs were knocked up over the precache models though... that's the real killer right now :/ 35577 :(
By the way, I've been doing a fair bit of texture modification for both my basemap and the knave map, and haven't noticed any problems with texmex's colour conversion or removal of fullbrites. Generally it seems pretty good.
#754 posted by necros on 2007/03/19 06:39:47
i will look into the head model disable option. i'm not a fan cause that would just be so ugly, but i can understand the need to scrounge precache slots. on the other hand, entity triggers may be all you need...
also, info_trap was never finished, and it will definatly have the ability to have custom models (sprites and mdl) as well as as much flexibility that is possible.
 Kell / Necros
#755 posted by JPL on 2007/03/19 08:24:28
And what about new monsters (i.e scourge, ogre_flak, eliminator, pyro, sentinel...) Will they be included finally ?
 Hey JPL
#756 posted by HeadThump on 2007/03/20 04:52:03
I got the bright idea of checking hotmail.com to see if I could find a working copy of your map since the msn file was mangled, and it does have a working file (guess that means msn and hotmail use different means of storage, kinda interesting).
I'll beta test it first thing tomorrow evening when I settle in.
 HT
#757 posted by JPL on 2007/03/20 08:53:17
I saw your email this morning, and I have just sent the stuff again ;P Check your mail box !
 Hey JPL
#758 posted by HeadThump on 2007/03/21 00:53:07
I'll write up a report soon. I have a lot of comments, but at the moment I'm a bit stuck (in the sludge corridors). It may be something flakey
I've done to screw it up, so I'm going to replay it tomorrow. Maybe with a fresh run I'll have a better idea what the problem may be.
 HT
#759 posted by JPL on 2007/03/21 07:59:00
I'm a bit stuck (in the sludge corridors)
he he he... so you didn't find the exit... I think you still need to explore it a little bit more ;)
 Regarding Point Entity Triggers...
#760 posted by than on 2007/03/21 13:12:40
I think that ent based triggers will be all I need to stay under the limits so long as I can use most trigger types in this way... trigger_multiple, void (not so important), once, secret and hurt (again, not so important) support would be nice, but if that's not possible, then once and multiple would be the obvious choices.
By the way, do you have any plans on how the triggers will be implemented? Will we enter the min and max coordinates, or a width and height about the origin of the entity? Either way seems ok to me - I'm really looking forward to implementing them in my big map :)
Also, I think I've found a tiny bug with the monster path follow code. I think this code was modified in a previous version of Quoth so that monsters would face the right way when stopping at a path point. I've noticed that with the ogre at least, there is a barely audible high pitched noise that plays when it gets near a path_corner and continues to play whilst it is near. I'll set you up a map with this in if you can't reproduce it and don't know what the cause is.
 Than Is A Robot
#761 posted by inertia on 2007/03/21 17:20:15
c/d
 Iirc
#762 posted by necros on 2007/03/21 19:23:14
the ogre is wierd in that the saw dragging sound gets played whenever it hits a path corner in the old progs. it's possible that that's interfering with the new path corner stuff. i don't really understand what you mean though, but i'll look into it for sure.
also, there's no reason not to support all trigger types as entity triggers.
#763 posted by Sielwolf on 2007/03/23 21:09:57
ELEK�s unfinished SP "Technophobia" has nice "techy" monster skins, maybe they would fit well into the pack ?
http://tertiary.planetquake.gamespy.com/
http://shub-hub.quaddicted.com/files/maps_singleplayer/techphob.zip
 Umm
#764 posted by Kell on 2007/03/24 00:52:44
no.
I'm the first to admit I'm not the greatest skinner ever, but I can do a bit better than slapping some generic Q2 bollox onto the Q1 monsters who, frankly, don't deserve such abuse.
Also, any base map that uses Enya as an ambient sound is to be treated with caution :P
 Good One!
#765 posted by generic on 2007/03/24 01:29:59
ELEK did have nice sense of style, nevertheless :-)
 JPL
#766 posted by HeadThump on 2007/03/24 06:38:41
I just completed the level. I'm writing up a report right this moment.
Cheers
 Also,
#767 posted by HeadThump on 2007/03/24 06:46:48
Bob is better implemented in the base beta pack. He feels more like a dangerous and nasty minion instead of a boss monster in a sentry's drag as he does in standard Quoth.
 HT
#768 posted by JPL on 2007/03/24 14:06:21
Thanks! I'm gonna check my mailbox ;)
 In Sentry's Drag?
#769 posted by ijed on 2007/03/24 15:48:30
So that's why everyone hates the b0b. Never had a problem myself - the dodging thing isn't too difficult once you recognise the pattern.
Hm, pattern = boss.
#770 posted by golden_boy on 2007/03/24 22:36:53
I think Bob just has too many HP for a floating drone. He shouldn't be tougher than a grunt. He's just a cheap, mass produced robot.
#771 posted by golden_boy on 2007/03/24 22:38:04
I'd like something exactly like the flyers in Q2, that's what I meant to say.
#772 posted by Omus on 2007/03/24 23:51:17
The bob drone was my least favorite of the Quoth monsters. The model just doesn't look 'Quakey' enough.
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