Dump....
#64 posted by ijazz on 2019/06/26 17:50:44
You weren't kidding when you said you could rush it out sooner
Heh
I stayed up late to wrap it up... enjoy!
Finally Downloaded It And Started Brainstorming
#66 posted by
Esrael on 2019/06/27 15:38:19
Just played the cool demo maps and read the manual. Aw man, such great quality of life improvements for mappers! Quite an effort you've made here, Dumptruck! Good job to the other authors as well!
While reading the manual, I was wondering if you've considered adding the option of making aggroed monsters "going back to sleep", for example, by triggering one of the monsters targetnames when they are aggroed?
And now that I'm getting started, maybe add spawnflags that tell the monster to target a specific path_corner once the aggro has been disabled? There could be spawnflags 'upon_sleep_targetx', where x is one of the monster's four targets? If the spawnflag's not active, the monster would just simply stop when "put to sleep".
Another option could be that if the monster is touching a path corner (either a point or a brush path corner) when the aggro is disabled, the monster would start following that path.
These options could enable powerful tools for making custom monster AI!
And now that I'm really going down the rabbit hole, maybe add the possibility of enabling path corners the monsters would follow only when they're aggroed. If I recall correctly from an earlier discussion here, Quake II (or should I say Wor, Kinn?) ;D has those, right?
Or on second thought, should I just stop right here? xD There was a discussion in the Copper Quake thread about making a too involved AI, wasn't there, and it wasn't found to work very well with the game, right?
So, maybe as a compromise, implement just the option of making monsters going back to sleep and none of that pathing nonsense? xD
@Esrael
Thanks for the kind words. I'll look into something like this for a future release. Will be a long time though (see below.) I suspect what you are suggesting is likely possible. But moving forward with the mod keep a few things in mind:
**I am shying away from specific requests. If a number of people ask for something I will add it to a to-do list. A good example are ladders and breakables. I did not want them in the mod as they were not id1 features. But I added them because a lot of people wanted them!
**I am taking a break from progs_dump for the next 90 days with the exception of bugs. I want to focus on other projects and this one grew beyond the original scope very quickly.
**I started by following tutorials and copy and pasting code and testing a bunch. I am still very much a newb when it comes to coding and QuakeC. So to implement something like you suggest above I would really like to really understand how that all works. So I am not saying "no" but I am saying anything like this would take me a some time. But I will absolutely look into it!
#68 posted by
Esrael on 2019/06/27 20:53:30
Don't worry, take a long rest; You've deserved it! ;) I kind of hesitated making my suggestion in the first place, because you've just finished a gargantuan task, only to be greeted by more requests. @_@ I didn't want to make myself come out as unappreciative for your work, but more like excited about seeing the kit become even greater than it already is.
Yeah, I recall the original purpose of this devkit being id1-like, so I was wondering whether my suggestion, at least the aggro pathing part, was id1-like enough. But since there was already non-id1 stuff like breakables, I was encouraged to go for it.
No Worries
Happy to have any feedback and suggestions!