 Cross Over
#929 posted by sock on 2016/10/03 14:53:37
I don't see why the supernailgun couldn't be an upgrade of the nailgun
The SNG certainly feels like an upgrade to the NG and I don't think many people would want to go back. I think the SNG should fire twice the amount of projectiles instead of just nails with more damage. It should look/feel like a hailstorm of metal raining down on monsters!
ITS Crossbow Please! With Nightmare-speed bolts and damage of 130. Crossbow knights could drop a couple bolts, bolt quiver ammo should be somewhat scarce. Poison could be used sparingly too
The crossbow feels more like an assassin weapon than something a Quake marine would use. I can see why it would be popular because it acts like a sniper/railgun. I did have plans to add more bolt types to ITS, but that is another story/thread.
 High Detail Mountains
#930 posted by sock on 2016/10/03 14:58:52
HD pack for Sock�s Firetop Mountain (ad_mountain)
Wow! that is a lot of extra work!
Thank you Icaro, the screenshots look very cool. :)
 Patchy Pages
#931 posted by sock on 2016/10/03 15:02:06
I tried adding new key "ammo_shells" and value 3. I compiled map, shot grunt and it drop down 5 shells (default). Do I need to do something more?
Yes, apply the patch!
Do you think it's possible to add the SOE multuple pages where pushing the cycle weapon keys or the number keys changes pages?
Storing large amounts of text on map entities is a problem for some editors and I am not convinced that players would know to scroll through different pages. I think if you want extra text, either more books or maybe more details in the readme file instead.
#932 posted by Mugwump on 2016/10/03 15:27:39
"or maybe more details in the readme file instead."
Or maybe not. A lot of people don't read the readmes.
 Sock
The crossbow could work well as a replacement for the lightning gun...
Slow reload and high damage could give it similar drawbacks / benefits as the current LG with its high damage, limited range.
... and hey, they both shoot bolts =P
 @sock
#934 posted by sevin on 2016/10/03 17:49:11
I'm still a noob to Quake mapping, so all I have to offer you are some typo corrections in your readme.
Line 476: "swimming"
Line 477: "targeting"
Line 485: "additional"
Line 495: "variable"
Line 506: "variable"
Line 562: "clients"
Line 690: "whether"
Line 902: "collision"
Line 1023: "targeting"
Line 1033: "targeting"
Line 1045: "targeting"
Line 1057: "targeting"
Line 1069: "targeting"
Line 1164: "breakable"
Line 1195: "objects"
Line 1224: "objects"
Line 1255: "minimize"
Line 1256: "involved"
Line 1322: "targeting"
Line 1437: "mountain"
Line 1450: "soldiers"
Line 1476: "eliminators"?
Line 1498: "erratically"
Line 1628: "tendency"
Line 1635: "pummel"
Line 1728: "tendency"
Line 1835: "novelty"
Line 1980: "available"
Line 2013: "resistance"
Line 2045: "Z-aware"
Line 2075: "independent"
Line 2110: "grenades"
Line 2124: "multiple"
Line 2137: "Z-aware"
Read through it last night, some great information in there! And here I was thinking you didn't have a complete changelog for the mod.
Also, sock, what editor do you use?
 ---
IIRC he uses Gtkrad 1.3(mapping for ET technically)
#936 posted by Mugwump on 2016/10/03 19:41:07
 Sevin
clearly read the readme more thoroughly than the AD team I think ;)
 FYI
the fgd file is borked for relays, at least in JACK, trigger and trigger2 don't play nice together.
 ---
SOCK would you mind offering your mapping package: shaders,def(entity file), maybe a link to the version your using.
Images are easy to do
 Misc_model Doesn't Support Static Entities Like Quoth?
#940 posted by Baker on 2016/10/05 03:23:55
Quoth has a mapobject_custom that is similar to misc_model in AD.
In Quoth, for a mapobject_custom you can add "spawnflags" "1" to make it a static entity.
A static entity is like a torch or a "func_illusionary" or where it doesn't interact with the world nor QuakeC and is never sent from server to client after worldspawn.
I'm in the process of trying to tutorialize "Spiked Quakespasm" particle scripting demos that are "best practices" and I noticed this difference between Quoth and AD.
 Sound Attenuations (ATTN_...)
#941 posted by Qmaster on 2016/10/06 03:26:14
@sock:I noticed that you had more than the normal amount of sound attenuations defined. I understand these:
ATTN_NONE = 0; // Global sound heard everywhere
ATTN_NORM = 1; // Normal sound falloff from source
ATTN_IDLE = 2; // ???
ATTN_STATIC = 3; // I assume this means it that 1) it doesn't get sent over the network and 2) it's position is fixed for the duration of that level.
What I don't understand are these new attenuations and if a specific engine is required for them to have any affect. The values for the new attenuations are 1.5, 2.3, and 3.99.
 How To Text?
#942 posted by Newhouse on 2016/10/09 16:15:02
How do you use linefeeds in textbook?
misc_textbook..
message2 = Body text..
Line1\r Line2 doesn't work?
 Try
#943 posted by mindbound on 2016/10/09 18:43:25
'\n' instead of '\r'.
 It Worked
#944 posted by Newhouse on 2016/10/10 01:32:02
Thanks*
 Suggestion
Hey Sock.
I'm trying to have entity_state_reset reset multiple triggers, but also have those triggers targeted individually.
I'd like to suggest an a targetname2 (or groupname) property for entities for a future release of AD.
I think it would allow for much easier entity management.
#946 posted by yhe1 on 2016/10/25 05:15:43
Can we have a death Knight that rides a huge fiend as a boss? First you have to kill the Fiend, then the Knight
 I_dont_readme_txt
#947 posted by sock on 2016/10/25 17:38:48
Or maybe not. A lot of people don't read the readmes
A terrible generalization, missing out on some quality stuff from many authors. I imagine you ignored the dont_readme.txt as well! :P
 @sevin
#948 posted by sock on 2016/10/25 17:41:17
Thank you very much for the readme corrections, that gave me a chance to sync the QC/Readme/Def files again! :D
what editor do you use?
I use GTKRadiant editor, extremely old version, I would not recommend it as there is plenty of more friendly to use editors around nowadays.
 @Shamblernaut
#949 posted by sock on 2016/10/25 17:45:11
the fgd file is borked for relays, at least in JACK, trigger and trigger2 don't play nice together.
This is fixed in the latest FGD file with AD1.5
 @PyroGXPilot
#950 posted by sock on 2016/10/25 17:57:09
would you mind offering your mapping package: shaders,def(entity file), maybe a link to the version your using
Here is all the Editor Files I use for the GTK Wolf Editor
Also ADQ v1.3, QME, Texmex v3.4 and Weapon SSheet
 @Baker
#951 posted by sock on 2016/10/25 18:03:19
In Quoth, for a mapobject_custom you can add "spawnflags" "1" to make it a static entity. I noticed this difference between Quoth and AD.
I can understand "static" was useful a long time ago when entity count was restricted because of protocol/map, but I don't think its needed anymore. The other thing to consider is I have an entity state system which expects entities to not be removed or made static, so I did not add the option. Also if an entity does not move/update or change then there is no network traffic overhead (besides the initial setup packet/frame?
 @Qmaster
#952 posted by sock on 2016/10/25 18:06:22
I don't understand what are these new attenuations and if a specific engine is required for them to have any affect. The values for the new attenuations are 1.5, 2.3, and 3.99
There is no specific engine requirement for these new values, I separated them out so I could edit them individually instead of having everything use a small set of values. The 3.99 is something I got from necros and I believe its the lowest value that attention can go.
 @Shamblernaut
#953 posted by sock on 2016/10/25 18:10:32
I'd like to suggest an a targetname2 (or groupname) property for entities for a future release of AD
Certainly a very cool idea because entity chaining can get cumbersome with large amounts of entities. It will not be a quick thing to add/change to the codebase and its something I will look at after v1.5.
|