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WHAT IF Quake 1 Was A Children's Book? 
#28321 
Quake's Ranger looks like Trent Reznor in that. 
Mission 64 (Q2 N64 -> PC Recreation Attempt) 
That's great that you're making a PC version of the N64 port.

I have a few questions about your mod:

Are you planning to add all of the missing PC enemies that didn�t make it to the original N64 port to some of the levels of your mod?

Are you planning to add a few new levels that takes place after �Stage 19 - Command Core� where you go and hunt down the Makron?

Are you planning to add the N64 sky textures and lighting effects to your mod? 
Does Anyone Mind Me Using Their Mod In My Mod? 
I'll of course have you in the credits and readme. 
 
I think that would have to be more specific... Like, "Do you mind me using your custom models in my mod?" vs. "Do you mind me using your QC in my mod?" Etc.

Also it'd probably be better to ask authors directly rather than so vaguely... 
Idea For The Engine Devs 
for the injector it would be very nice to know if a map was completed, how long it was played, etc. As a player this would be VERY useful (so I can remember if I still need to hunt for secrets, or if I completed a map).

- Could you image writing a file like id1/stats/e1m1.info that saves this content?
- Would it be possible to have it standardized between engines? Ideally it would be really simple and maybe extendable. I'm thinking json/yaml with a few mandatory fields/formats. Or just key=value? 
 
"Steal" it from the allocated memory! :O 
It Was A Very Specific Question For What I'm Doing...well Almost Done. 
 
 
sounds like a cool idea, would definitely benefit from standardization.

Also need to make sure mods/replacements/new versions are treated properly.

For example, id1/e1m1.info should not apply to mymod/e1m1.bsp

Also, if you get a new version of the map with the same filename (people often release bug-fixed versions), should it wipe the stats? 
 
Megaman can code. Should just get his hands dirty and make one that does it.

Someone that can code in Java would be able to code in C, after some initial difficulty.

If you decide to do this, hook into PF_changelevel in pr_cmds.c and you can easily capture end of map data like cl.stats[STAT_SECRETS] and cl.stats[STAT_TOTALSECRETS] and the time and such. 
 
reading client state from the server's code? tut tut... some people have no respect for dedicated servers and latency!

but yeah, something like that would be nice.
biggest issue is that the quake injector isn't JUST maps. 
 
Admittedly I don't know what the code would look like in a Quakeworld engine (the FTE perspective), but in a regular Quake engine that is handled like this ...

// If client state is connected, then isn't dedicated server
// sv.name is the map name
if (svs.maxclients == 1 && cls.state == ca_connected)
{
FILE *f = fopen (va ("%s/%s.info", com_gamedir, sv.name), "rb"));

// write stats
// ...
A Quick N00b Question 
Occasionally in the Quake forums, I stumble upon the HOM acronym. What does it mean? I've tried googling it but "hand over mouth" or "hit or miss" don't exactly fit the context... 
HOM 
It stands for "Hitler Over Mussolini" - which means...when you have the option of two terrible choices, take the worst one because fuck it, when you're that screwed you may as well just roll with the madness. 
 
Thanks, Eric 
 
About 10 Seconds In... 
 
Ha ha, awesome! It looks like a trippy music video from the 70's... 
And The Most Informative Thread Goes To: 
Dusk
Posted by [212.21.66.6] on 2016/10/21 02:56:30

Have you hear of the game Dusk 
 
I was wondering if it would manage to exist or not. Guess not. 
Buoyancy Assist Harness For A Disabled Goldfish 
Well. 
That's made my morning. 
Re: Quake Map Status 
I'm a c++ coder, but engine code would require hours of investigating for me to do it properly :/

Should I propose a standard, with all your good comments in mind?

Is it easy to hash something? Would solve the problem with different versions. 
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