Developer Mode Rocks :D
#9265 posted by ziffon on 2010/01/02 22:10:53
Thx, that really helped! Found a DM spawn point outside the level which for some reason caused the quad to not spawn.. odd.. but it works now :D
Beta Ready
#9266 posted by ziffon on 2010/01/02 23:38:07
well, beta is ready now :) Thanks for all the quick responses. I'll make a post on the beta board later.
Code Question
#9267 posted by JneeraZ on 2010/01/09 15:11:10
So say you had a bunch of quad damages in the room. Currently, they will all rotate exactly the same direction and start at the same angle so they are all perfectly in sync.
Is there a way in QuakeC to start them at random angles or change the rotation speed or do anything, really, to break it up and make it look more natural?
Randomiser
#9268 posted by Preach on 2010/01/09 15:20:39
I'd add
self.angles_y = random() * 360;
to the spawn function. This would randomise the angle they face initially, which should make them look better differentiated.
You could also set .movetype to MOVETYPE_NOCLIP and then give them an angular velocity:
self.movetype = MOVETYPE_NOCLIP;
self.avelocity_y = 10 - 20 * random();
I wouldn't recommend this though, because it entirely eliminates the benefit of the client-side rotation built into the model. You'll have constant network updates of the rotation, which seems a bit excessive for the feature. So I'd vote for option 1, but that's how either could be achieved .
#9269 posted by JneeraZ on 2010/01/09 16:09:22
"self.angles_y = random() * 360; "
Well, I tried that but no luck. I also tried putting that into a one shot think function that executed a second after spawning but that didn't work either. I'm currently thinking that the model is being rotated in the cached model itself and then every time it renders, they all pull from that same value or something?
#9270 posted by JneeraZ on 2010/01/09 16:09:54
I should note that I've created a new item using the quad damage model so it's not the ACTUAL quad damage that I'm dealing with here. If that matters...
Interesting
#9271 posted by Preach on 2010/01/09 16:31:11
Looks like the rotate flag overrides whatever angle you set in qc or the map. The only alternatives are either to remove the rotate flag from the model, and do the rotation using self.avelocity, or to create several frames within the model each with different rotations of the model, and randomise between those frames on spawn.
#9272 posted by JneeraZ on 2010/01/09 16:50:19
Bah! OK, thanks. :)
Stupid
#9273 posted by madfox on 2010/01/10 16:01:39
Installed Quake on an old win98 computer.
A little curious I couldn't get higher video resolution then 320 x480.
So I decided to install the update 1.08 but this didn't help.
So I installed the SOA pak to see, which also didn't help.
Then Fitzquake or glquake but they start up like mud.
How do I get my quake off the phone resolution?
#9274 posted by rudl on 2010/01/10 17:38:44
the update 1.08 is dos only
get the 1.06
Try winquake?
Limited Resolution
#9275 posted by madfox on 2010/01/12 00:30:44
It has something to do with the video option screen.
Normally after installing quake it offers a resolution from 320x240 to 800x600, but for some reason the max only goes to 480x320.
#9276 posted by necros on 2010/01/12 01:02:03
maybe a dumb question, but just how old is this old win98 computer? it's possible the video card doesn't support the higher resolutions? can you find out what kind of video card it has (if any)?
Er
#9277 posted by necros on 2010/01/12 01:03:15
well, that last question was retarded... it obviously has some kind of video card, what i actually meant was if it had 3d acceleration of if it was one of those ancient ones.
Odd
#9278 posted by madfox on 2010/01/14 04:17:22
It's a mobo I caught out of the surplus and plugged in a disk, a video and soundcard, and finaly I can start a win98 program.
I got all these odd warnings about flipages not correckt screen resolution. I remember in the old 98 it had these errors with darkened screens and garbage messages.
So I'm just on the point Quake starts up well, but only with a max screen of 480x320.
It's not the 3d or something with the videocard, it's only the old dosquake version I can't force to 800x600 resolution.
What Would It Take ...
#9279 posted by Ron on 2010/01/14 08:45:42
to give liquids an angle, a travel direction, like you can do in Quake 2 ?
It would be great to see water coming down or lava floating from one point to another.
Would it be possible to "steal" the code that makes it possible in Quake 2 and put it in a mod for quake 1, or would it involve changing the Quake engine itself ?
#9280 posted by metlslime on 2010/01/14 09:01:31
quake2 did it with texture flags, which required a new texture format which the engine recognized.
quake could do it by implementing some sort of shader system, probably.
No
#9281 posted by Ron on 2010/01/14 10:37:38
I can't do that, that would take considerably more programming skills then I possess.
And I guess it would be impossible to have a liquid texture (*) and combine it with a func_wall (+) one ?
#9282 posted by neg on 2010/01/14 10:54:50
Just animate one of the water textures. Four frames are enough already.
#9283 posted by Ron on 2010/01/14 11:11:34
Neg, the trouble is that it would look weird in combination with the "real" water, especially with transparent features enabled.
#9284 posted by metlslime on 2010/01/14 11:15:32
one trick i've seen is to build a river out of func_trains in an endless loop, with each train having water textures on it.
The "pox extras" mod (which also has some other water-based tricks) had an example map that did this, i think.
Wow !
#9285 posted by Ron on 2010/01/14 11:18:43
That's a great idea !
I'm going to try it out right now !
Thanks !
And I'll have a look if I can find the Pox mod, I must have missed that one.
#9286 posted by anonymous user on 2010/01/14 11:26:19
It looks fine with the real water since it's the same texture but yeah, transparency makes it complicated. So your options are: compile the map without transparent water, use the animated texture on a func_illusionary with alpha enabled if the intended engine supports it, or use the regular water texture and greatly increase the scale of one of its planes (by 20-30) - this will create a semi-believable flow-like look, at least on actual waterfalls
Quoth Question!
#9287 posted by Drew on 2010/01/14 21:03:02
Is it possible to "activate" a trigger ladder? Or does it have to be 'available' at all times?
Yes And No
#9288 posted by necros on 2010/01/14 22:05:38
you have actually use a func_rotate_train to hack in a ladder that becomes activated.
i'm going to assume you're making a ladder that starts in a retracted position and then through a button extends so the player can use.
first build your ladder and turn it into a func_movewall.
now create your func_ladder brush.
give both those entities the same targetname.
now create a func_rotate_train and set the target to match the movewall and ladder. the func_ladder will move in tandem with the func_movewall.
Append:
#9289 posted by necros on 2010/01/14 22:07:02
you have actually use a func_rotate_train
you can actually use a func_rotate_train
i neglected the mention (although it's implied): make sure to tick the "visible" flag on your func_movewall or else your ladder model is invisible. :P
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