Herp Derp
#843 posted by Shambler on 2012/08/08 18:32:40
#844 posted by Spirit on 2012/08/08 18:41:26
I thought those were nipples?
Coding-related Questions
#845 posted by Tronyn on 2012/08/09 00:15:04
Now that the RMQ project has split up, what's happening with the BSP2 format? Will it still be updated? Do any engines other than the RMQ Engine support it yet?
Also, is anyone willing to do some coding for new boss monsters? PM is currently cleaning up and debugging Drake, but doesn't want to spend time adding entirely new monsters/features/etc. I totally understand this POV but it'd be nice if Drake had a unique final boss of some sort.
Looks like eyes to me. Now the Shambler, on the other hand...
Can Someone Make Me A Demon Skin
#846 posted by Drew on 2012/08/09 03:16:37
With no eyes? This is horrible.
Hm
#847 posted by madfox on 2012/08/09 08:54:41
Glases are fine, horns another question.
http://members.home.nl/gimli/gdemon.jpg
#848 posted by necros on 2012/08/09 09:57:54
maybe I'm just tired, but that was hilarious. :D
@Tronyn
#849 posted by gb on 2012/08/09 12:35:33
Since I was linked here from IRC, I might as well answer to Tronyn:
FTE and Darkplaces (and Hmap2) support BSP2, but DP's version is slightly different.
I would guess that DirectQ also supports it, and Baker and Rook's engines might as well.
I have switched to Warsow's FBSP for my project, so BSP2 will get no updates from me. The Schism team would probably be the ones to maintain it now. Perhaps ask at their forum.
You should talk to MH, Spike and Lordhavoc to get the BSP2 support in those engines harmonised.
Quakespasm did not want to support BSP2 when I asked.
I don't normally read this forum anymore, but I'm willing to help where I can. Poke me per mail or IRC if someone wants to talk to me.
OBJs + PCX!
#850 posted by necros on 2012/08/10 01:11:24
http://necros.slipgateconstruct.com/temp/objdrawing.jpg
Thanks to preach for his pcx loading code in the md3tomdl converter. The runlength encoding stuff was confusing the crap out of me.
Also, I had to flip the pcx data on the x axis AND reverse the pixel array order after loading it... is that normal? If it's not then I must have messed up the UVs on the OBJ...
Heh
#851 posted by necros on 2012/08/10 01:18:40
actually, flipping x axis and reversing the order is basically just flipping y axis right? :P
Triple Post
#852 posted by necros on 2012/08/10 01:38:41
looks like it's a thing with obj... just flipped v component when loading the obj instead of goofing with the pcx.
Y Axis
#853 posted by Preach on 2012/08/10 10:15:43
There is an issue to be aware of with "intuitive" coordinates and storage of data. The natural order of storing skin/image data (at least the one taken in the mdl format) comes about I think from their usual representation as a string (in the purest array of numbers sense). Since we are used to text flowing from left-to-right then step down a line and repeat (for english-speakers) we extend that idea to the order pixels should be stored in the skin.
The place where this begins to cause a conflict is when we start thinking about cartesian co-ordinates on the skin. The standard mathematical axes on a graph has the y value increase as you move upwards. So if you have something that wants to put the origin of the coordinates in the bottom-left of the skin, you need to reflect the skin in y to compensate.
Having said that, if you're actually going to render the 2d skin somewhere, you really ought to apply the reflection to the skin vertices rather than the image file itself. Otherwise you will cause a lot of confusion for the user who has an expectation on what their skin looked like.
#854 posted by necros on 2012/08/10 19:40:18
Having said that, if you're actually going to render the 2d skin somewhere, you really ought to apply the reflection to the skin vertices rather than the image file itself. Otherwise you will cause a lot of confusion for the user who has an expectation on what their skin looked like.
Yes, this is what I ended up doing. I want to be able to display the skin either for drawing on (probably not) or changing UV coordinates, so having the thing upside down is not an option.
Turns out that this is a common thing with the OBJ format as many of the loading examples I read had a bit of code involving flipping the v component of the texture coordinates.
Woohoo
#855 posted by necros on 2012/08/11 06:27:00
OBJ -> MDL perfectly functional! FUCK YEAH.
Still can't import more than 1 frame, but I don't think that's going to be a big deal.
Coding Challenge
#856 posted by Preach on 2012/08/11 12:39:05
Suppose that we have the following functions:
is_first_player: returns true if self is the first player in the server
is_last_player: returns true if self is the last player in the server
toggle_func_playerclips: finds all func_playerclip entities in the map and toggles them between SOLID_BSP and SOLID_NOT.
Your task: comment and critique the following scheme for implementing func_playerclip entities:
1) add
if(is_first_player())
toggle_func_playerclips();
to PlayerPreThink.
2) add
if(is_last_player())
toggle_func_playerclips();
to PlayerPostThink.
The main question for consideration: is there any way for a player to become 'stuck'? Extra credit for considering the implications if is_first_player and is_last_player are not available.
Coding Challenge Fixed
#857 posted by Preach on 2012/08/11 12:40:22
Forgot to preview so the entities weren't encoded...
Your task: comment and critique the following scheme for implementing func_playerclip entities:
1) add
if(is_first_player())
����toggle_func_playerclips();
to PlayerPreThink.
2) add
if(is_last_player())
����toggle_func_playerclips();
to PlayerPostThink.
#858 posted by necros on 2012/08/11 21:35:38
You might not be able to change .solid like that without setting model.
Might be safer to do the func_togglewall trick where you translate the clipmodel far away when 'off' and put it back into place when 'on'.
Beyond that, at first glance, seems like it would work?
Re: Gb
#859 posted by Tronyn on 2012/08/11 23:51:12
Hey, thanks for the response - helpful stuff. What's your email / how can I contact you? PS all the stuff on your blog looks amazing. Cheers.
Clipped Out
#860 posted by Preach on 2012/08/12 04:01:49
You might not be able to change .solid like that without setting model.
Might be safer to do the func_togglewall trick where you translate the clipmodel far away when 'off' and put it back into place when 'on'.
Yeah, I explained myself badly. The plan was to only describe abstract functions, so you could assume they were correct without getting bogged down. I leaked too many implementation details...
There's still one case I can think of where it breaks down though - the trick is to work out when the player moves other than within the player physics code. There's also a more philosophical quandary with pointcontents I meant to bring up in the first post.
I'm glad you mentioned togglewalls, because although they seem quite hackish with the far-away trick, it has some hidden advantages. The prime one is avoiding ever toggling solid status within a touch function - which can be a fatal error. Building a monsterclip with the same broad outline would now become feasible.
You do have to bind the toggling to calls to walkmove and movetogoal, because monsters don't have the simple physics-wrapping functions that players do. This means that the monsterclip is imperfect in a way that the playerclip is not: falling or jumping monsters will pass through monsterclip. Still, better than a kick in the teeth.
#861 posted by necros on 2012/08/12 04:09:27
You do have to bind the toggling to calls to walkmove and movetogoal, because monsters don't have the simple physics-wrapping functions that players do.
This is what I do right now. To avoid toggling every monster clip, I bind specific clips to specific monsters via a target->targetname style link, that way if a monster has no monsterclips associated with it, it doesn't toggle anything otherwise, it's only toggling a single monsterclip.
I suppose you could just make one giant monster clip entity for the entire map, but I'm not sure if that's bad having an entity with collision cover such a huge area so I've left it as localized clips.
#862 posted by necros on 2012/08/12 04:50:08
I think I got a little side-tracked...
There's still one case I can think of where it breaks down though - the trick is to work out when the player moves other than within the player physics code. There's also a more philosophical quandary with pointcontents I meant to bring up in the first post.
Why would it move outside of engine physics? Feeding .velocity in still has to wait for the engine to process it.
Unless you mean setorigin()? But I think it's safe to assume using setorigin is always going to break collision.
Hm.. well, unless you are doing some funny trickery where you are using a proxy to move the player...
#863 posted by Preach on 2012/08/12 11:51:22
But I think it's safe to assume using setorigin is always going to break collision.
Yeah, agreed.
Why would it move outside of engine physics?
Still inside engine physics, but outside of the player's physics pass.
#864 posted by necros on 2012/08/12 19:02:36
hm... Maybe when you're standing on a bmodel that's moving? ie: train or lift
#865 posted by Preach on 2012/08/12 19:23:06
Maybe when you're standing on a bmodel that's moving? ie: train or lift
Bingo. Probably not a big deal once you know about it, because usually those things are put in for the benefit of the player and you're unlikely to intentionally clip off their route, just something that users of the entity would have to be aware of.
#866 posted by necros on 2012/08/12 19:27:05
The whole player movement on other bmodels thing is kind of fuzzy for me. It's not true movement because the minute you jump, you loose the bmodel's velocity and just get your own personal velocity back.
It's too bad because it stops things like throwing the player off a fast moving object or launching them through the air from a catapult.
Jumping Monsters
#867 posted by sock on 2012/08/19 23:01:04
I want to calculate the height and speed to make a monster jump a certain distance. I know the origin of both the start and finish points but I don't know how to calculate the speed and velocity in QC.
I know there is 'trigger_monsterjump' but you have to specify or just guess the right amounts until it is right. is there a way I can do a quick QC formula to get rid of the guess work?
|