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http://triptohell.info/moodles/junk/pourtall.pk3
might need sv_nopvs 1 still.
use impulse 10 to select the portal gun. there's also a lame grabber weapon that can pick stuff up, but no real physics engine.
very much a prototype mod.
supposedly it has some func_pressureplate entity thing, but meh, that requires maps.
source is inside the pk3.

divverent or someone associated with xonotic made some 'warpzone' library which should work in either engine if you want statically placed portals, but it can be abusive due to the qc-based traceline+movetype workarounds.
also not a single player release. :P
things can get much faster if you skip the physics parts. 
So 
A qc mod can allow shooting through teleporters, or can allow for personal teleporters (drop a teleport location, teleport to it later), but anything more advanced particularly graphics wise would need an engine mod. 
Frozen Monsters 
Is this a known bug in Quake? It just happened to me while playing through a map that an ogre became completely frozen in place, like a statue. No idle animations. It blocked the player and when I tried to shoot or axe it, it would give the same feedback as when shooting or axing level geometry (that metallic "clink clank" from the axe, and grey particles). I seem vaguely to remember seeing this happen once before... 
Yes 
I'm pretty sure I remember this bug and the cause:

void() walkmonster_start =
{
���self.nextthink = self.nextthink + random()*0.5;

When this function runs, the monster typically has a nextthink value of 0. If random() happens to return exactly 0 as well, then the calculated nextthink time will be 0 - which is a special value which tells the engine never to run a think function on the entity. It's exceedingly unlikely which is why the bug is so rare to encounter, but it happens. The fix is to add something like 0.01 to the calculated time so it can never be zero. 
Thanks! 
Thanks very much for the explanation, Preach. I have to confess it's too technical for me to understand at the moment, unfamiliar as I still am with Quake C (and coding in general) -- but I'm bookmarking it and will come back to it. 
No Single Player =( 
Yeah :/ 
prey seems neat though. 
 
I wasn't expecting much for Quake 1's anniversary as it's the redheaded step-child of id's catalogue. And yet I still ended up disappointed.
This isn't 1999 any more and we're not going to get a rich community of mappers for Quake Champions. It's competing directly with Overwatch, Battleborn, Paragon and any other number of Hero Class shooters.
Also it's going to drive yet more nails in the coffin of Doom's MP. 
Speaking Of Doom Mp 
They're adding deathmatch, so there's that, at least.

Class-based Q3 multiplayer doesn't interest me at all, really bummed they didn't go the SP route. That said, I expect it will be pretty good. 
Oh And It's Apparently Co-developed With Saber Interactive 
the guys who brought you amazing, timeless classics such as Will Rock, Timeshift or RIPD: The Game. 
 
So, it's a Q3A reboot, not a Quake reboot.

The name "Champions" sounds unimaginative.

Anyway, I'm uninterested in multiplayer-only games, so whatever. 
 
I, too, was disappointed by Quake Champions.

I, too, was disappointed by the cancellation of Prey 2. 
Well At Least The Q1 Universe Is Intact 
Never cared that much about Q3, for FPS multiplayer action I always had UT. 
Anybody In Irland? 
 
Romero Is! 
:) 
Weirdness When Using "restart" To Restart A Map 
Really not sure in which thread to ask this, so I'll do so here.

So today I was playing ijed's Quoth map The Palace of Fear in Quakespasm. The map has you start holding the Quoth hammer -- or at least that was the case when I launched the game with "-game quoth +map tpof" (and also when I died and pressed fire to restart automatically).

When I typed "restart" in the console, though, the map would start with the standard shotgun (and with the axe as melee weapon; no hammer).

Does anyone know why this is the case? Is it something engine-specific, Quoth-specific or map-specific, or a general quirk of Quake? 
Bug 
I think I had the player start on top of the weapon, and this can cause it to drop out. Not sure if its a 100% repro thing or not though :L 
 
Ah, ok. Thanks for explaining.

Not sure if its a 100% repro thing or not though :L

Well, for what it's worth, I just tested by restarting the map several times using "restart", restarting it via typing "map tpof" in the console, and starting it upon starting Quakespasm by adding "-game quoth +map tpof". At least on my setup it has so far happened 100% of the time when using "restart", and 0% of the time when using the other two methods.

Weird how it would drop out only when using "restart". What does the game do differently to when one launches it with "+map [mapname]"? 
It's Not Exactly That It Drops 
but that the order of spawning is different when using the ''restart'' command, so when using restart, the player spawns before the hammer, and by the time the hammer is going to be loaded, the player has already fallen to the position of the hammer, so it isn't loaded.

It happened to me too on a map i worked with some years ago which used the same trick to simulate starting items, asked here about it and got that answer, which later checked and got confirmation of it. 
 
Ah, thank you, Cocerello, that explains it. I searched the mapping help thread to see if I could find your query and I did, plus Preach's response:

http://www.celephais.net/board/view_thread.php?id=4&start=13978&end=13978

And thanks again for responding earlier, ijed. 
Congrats On Having The Lamest "sense Of Humour" On #func, Spirit. 
Http://en.inkei.net/
Posted by Spirit [92.196.32.95] on 2016/06/17 18:00:33
http://en.inkei.net/

Worth it's own topic. Everyone post theirs, the winner gets all the kudos and acclaim etc. 
Shambler = Micropenis Confirmed 
 
Sounds Good I'll Take A Dozen 
 
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