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Coding Help
This is a counterpart to the "Mapping Help" thread. If you need help with QuakeC coding, or questions about how to do some engine modification, this is the place for you! We've got a few coders here on the forum and hopefully someone knows the answer.
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Scratch Tutorials 
The best way for you to get working doors is to add doors.qc, and then fix all the compile errors by pasting the missing functions into the top of doors.qc. Serious advice.

To expand on that a bit: the scratch tutorials are great at what they do. They look at the duties QuakeC has to perform - the things that it's basically impossible to do without, and perform the simplest possible thing to accomplish those duties. It's hard to fit doors into that framework; they aren't essential, and it's unclear what the simplest version of a door is.

The other problem actually really ties into what you're saying about the infrastructure being missing. If you were writing the simplest possible implementation of doors, it's likely you could write a reduced version SUB_CalcMove which does just enough for the doors to function. But that short-sightedness would come back to bite you when you decide later to add trains. It's a catch-22 for the scratch tutorial writer, the simpler you make the current tutorial, the worse a basis for building on you've created.

The thing with infrastructure is that how much of it you need really depends on what your big picture goals for the TC are. If you're only going to include doors in two highly controlled places in your entire game, you probably need less infrastructure that standard Quake - just hard code everything into the mod! On the other hand if you're creating a mappers toolkit complete with detailed customisation of the door acceleration profile, you probably need to build a lot more! 
Thank You Very Much 
it's appreciated, Preach :)

As far as i could get it, the0programmer has chosen an mixed approach, between using standart doors.qc and his own code. Works like a charm.

Now we have yet another challenge to come over: How do ssqc and csqc communicate?
He told me something of "hacks" with stuffcmd and cvar's, now i was asking myself if that is the standart approach or if there is another way?

Basically he wants to grab information of a csqc entity for use in ssqc. 
CSQC 
Although I've never written anything in CSQC, I'd start with getting to grips with https://quakewiki.org/wiki/EXT_CSQC
There's a section on sending data to the client and it seems like those methods would be better than stuffcmd.

There's also a worked tutorial at
https://web.archive.org/web/20080828083732/http://qexpo.tastyspleen.net/booth.php?id=165&page=317 
Hexen 2 Cutscene Help Needed 
Hello everybody,

I don't know whether the title of this thread is correct.
I currently work on an Hexen II project where I'd like to put some RPG sequences the way Heretic II does.

That is:

1. the view switches to a third person view thanks to a camera_remote (a handy thing we have in H2 which does basically the same as the intermission view, but triggerable mid-map)

2. the view represents the player facing a monster and they interact by talking (with centerprints) or doing something (like one killing the other or running away) by triggering the corresponding animations on the models.

3. the view returns to the player and the adventure goes on.

Has everyone ever tried to do that (would it be thanks to hack or programming)? Succeeded? How?

Thank you in advance for your insights! :-) 
CCK 
Although HexenII is more advanced then Quake there is a mod called Visions, which has a Capture Camera Kit.

It has about everything you mentioned, but supports only QuakeI. Maybe with a bit tweaking you could port it to HexenII? 
 
@madfox Sounds promising! Any idea where I could find it?

Yet, just to be sure there is no misunderstanding, because English is not my mother tongue and it's sometimes hard for me to be clear: my actual problem is not the 1. and 3. above because triggered cameras are a native feature in Hexen II.

The real challenge is to tell monsters and the player how to behave during such cutting scenes: tell them to run, to stand idle, to jump or whatever. What I want to do is puppet mastering. Never mind whether it is the actual monsters and player acting in front of the camera or just fake entities reusing their mdl. 
Scripts 
I used this Camera scene Construction Kit in a map to explain a coming event in the game.
It works with scripts from the moment the trigger_camera is touched. The player changes into a moveless point, while the entities can be turned on/off hostile attacking.

There is no way to tell what entities will do, although a func_train or path_info can be used as well as textures on screen.

You can look at it at the map of DarinMcneil visions 
 
madfox... great link... I never knew about this! One other camera system can be found in the custents mod but it's a bit different because it's a security camera but there are controllable actors in the mod as well. 
 
Thank you so much for those exciting links! Hope I'll be able to do something nice from it. :-)
You'll hear about it anyway. ;-) 
Demo Examples 
Inky, in the progs tricks you were interested in how demos work. There used to be something of a scene for making Quake demos, especially in the dial-up era of the internet when youtube didn't exist. I was only an interested observer, but if you were interested in finding out more a good place to start would be reading about

https://en.wikipedia.org/wiki/The_Seal_of_Nehahra

In particular, if you look at the sources there are a couple of interviews archived from machinima.com which go into some detail as to what combination of engine tools, mod-making and live recording were used to produce the demos. 
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