 Write A List
#10594 posted by Preach on 2010/12/08 20:12:07
You need to run through your code and write a list of everything it changes about the player. So you mentioned position and view angle in your post, add them to the list. viewmodel was reset by the code, so that needs to be included too.
When you have your list, you need to decide which of these things you need to remember the previous setting of, and which you can just recalculate. For instance, you probably can't know where the player used to be standing without storing it in some variable. But you know that the player's viewmodel can be worked out based on the weapon he currently has (stored in .weapon).
For the former category, you need to store the value in another field on the player for the duration of the cutscene - for instance create a new vector field called .prior_origin. Once this is defined, go to the place in your code where you first trigger the cutscene, and store the origin at this point in your new field. Repeat for all the other fields.
Finally, when you end the cutscene you need to restore all of these fields to their pre-cutscene values. One in particular to take care with is the origin - don't set it directly as this will cause bad things to happen in the engine. Instead call
setorigin(self.prior_origin);
which will do things right. For things like the viewmodel, recalculate it based off the player's weapon.
That's probably enough to be getting on with, so come back when that's done and I'll start throwing some more stuff to think about.
 I've Studied First Half Of QuakeC Manual By D.Hesprich..
#10595 posted by Mic Hey on 2010/12/09 05:44:22
..problem is I'm not sure on going on with 2nd part !
I'm indeed a better mapper than coder.. eheh
-My first idea was to use Nehahra progs.dat because of fog support, script actors,.. but I dont want people need another mod to play mine.
Question: if I mod for Nehahra what files I have to include in the final ".pak" for people to play it? Nehahra progs only?
 You Dont
#10596 posted by RickyT33 on 2010/12/09 12:37:04
You just say "Nehahra Required", then the person can download Nehahra, install your map, run Nehahra, then run your map :)
You tell them to run Quake with the commandline "quake.exe -game nehahra +map yourawesomemap"
 Fog
#10597 posted by ericw on 2010/12/09 19:33:03
You don't need an external progs, just set a key "fog" on worldspawn with the value "density r g b" where the density/r/g/b values are between 0.0 and 1.0. Most modern engines should recognise this.
I don't think anyone will object if you make a Neharah map :-) (e.g., a lot of recent maps require the Quoth expansion pack.)
 I Understand..
#10598 posted by Mic Hey on 2010/12/10 02:43:24
..but I liked the idea of having my mod requiring nothing else..
-Since my mod is a partial conversion I was thinking of make it standalone(selfinstalling .exe )
But I dont know how to do it.. suggestions ?
 Don't
#10599 posted by jt_ on 2010/12/10 05:48:15
 What Jt Said
#10600 posted by rj on 2010/12/10 18:12:33
in all my years of downloading and playing quake mods i have never come across one that required a self-installing exe. it just isn't the done thing. everyone should know how to install it manually from a zip file by now!
if you want to use the nehahra progs you MIGHT be able to get away with just requiring the progs.dat file depending on what features you use. try copying it into its own directory (eg. c:\quake\mymod\progs.dat) and running quake -game mymod, then whenever something like a sound or model is reported as not found, you can move it across from the nehahra dir to yours. but ask mindcrime's permission before distributing it!
 Please Help
#10601 posted by delor3 on 2010/12/12 16:33:34
..my idea is to have in my map many different skinned monsters per class (4 or 5 soldiers with different colors, 4 or 5 knights, ..)
Easiest way to achieve this ?
-I'd happily skip the creation of every different skinned monster in qc code(since I want to change only clothes color for each!)
 It Id Possible To Do This Using Qc
#10602 posted by RickyT33 on 2010/12/12 16:41:09
You will have to make an mdl with several different skins included, and edit some qc so that you can add a different flag to each differently coloured monster.
Lol - I'm no coder, but a (very) long time ago I managed to make a mod which had painskins in it. inside3d.com will have necessary tutorials :D
 Oh Thanks Ricky
#10603 posted by delor3 on 2010/12/12 16:59:15
I know of your fame.. though I haven't played any of yours yet..
actually I've just finished with a giant dvd(8gb) full of whole Quake maps goodness, all sorted by authors(!) that I'm going to play in the ..next years
Back to my question:
yes what you say is right and I'm sure having seen somewhere a patch like that
but I'm trying to stay away from qc afaic :)
 Skins
#10604 posted by Mike Woodham on 2010/12/12 17:41:00
As long as you do not want different action (AI) for different skins, just ensure that your mdl has skins and set "skin" "1" (or 2 or 3 or however many you have) from the editor. The default skin is "0".
If you set an incorrect number you will see the monster with a black/cyan patern but it will behave as normal.
There are many standard Quake monsters already out there with several skins per model.
 Q3 Editor Under Win 7
#10605 posted by ziffon on 2010/12/14 14:10:29
It's been a few years.. Anyway.. What is a good Q3 editor to use under Win 7? A quick serch on google for GTK gave me some limited results.
Thanks
 NetRadiant
#10606 posted by jt_ on 2010/12/15 01:16:39
 NetRadiant Shaders
#10607 posted by ziffon on 2010/12/15 11:09:23
Awesome! Got the editor now. However, It cannot find the shaders. I get this error when starting editor and flushing shaders.
Parsing shader files from C:/Program Files/Quake III Arena/baseq3/scripts/shaderlist.txt
Couldn't find 'C:/Program Files/Quake III Arena/baseq3/scripts/shaderlist.txt'
Loaded Texture: "C:/Users/jstenkvist/Desktop/netradiant-20100214-win32/bitmaps/notex.bmp"
Any ideas?
 Q1: Triggered Explosions
Looking to create some explosion effects around something (ie in thin air). Using Quoth at the moment, and Breakables are nice but I'd like to have explosions without the object in the centre.
Any suggestions?
 Info_rubble
 The Imp
#10610 posted by Mike Woodham on 2010/12/15 22:30:11
Time dulls the... err...
Anyway, I used the Imp in FMB_BDG and I can see that I made a couple of changes to the code. I can also see that I have got left and right handed throws for the missile launch. Trouble is, I cannot see any frames for a left-handed throw. In addition, I can see a set of 'swoop' frames but no related code.
I guess I have a bastardised imp.qc. Is there a definitive code out there anywhere - I do not know now where the Imp first appeared, or where I got the code from.
Anyone able to give some pointers?
 Zealousquake
#10611 posted by madfox on 2010/12/15 23:10:31
@tzealousquake - the extra mod has exploding barrels and sprite_emmitters, rather a lot of explo experiences.
http://www.quakewiki.net/quake-1/mods/extras-r4
 Mike
#10612 posted by madfox on 2010/12/15 23:26:42
The Imp is from "Marcher" from Kinn, I just found.
I was a little curious, first though Quoth, but then I read your post again.
There's no qc included. Recompile the progs.dat or ask Kinn.
 Q3 /map Command
#10613 posted by ziffon on 2010/12/16 11:26:50
Ok, so the previous question turned out to be a non issue it seems like. I had some problems finding the corrct shaders but moving the Q3 folder from D:\Games to C:\Program Files\Quake III Arena\ fixed that.
Now, next problem. And sorry for being a total noob here ;) but I cannot load any level in Q3 that I've compiled. I've also tested the id example levelsl. The compiler creats a .bsp file but I cannot load the level with /map or /devmap command. What am I missing? Again sorruy for the noob question.
#10614 posted by negke on 2010/12/16 11:36:57
Set sv_pure 0 first.
Yeah if pure is on then Q3 will only load assets from pk3 files.
iirc was a surprisingly successful anti-cheat thing for quite a while :p
--Explosions--
info_rubble doesn't have an explosion flag. It's cool that you can re-trigger it but it was the explosion sprite I was looking for :E
#10616 posted by necros on 2010/12/16 19:02:09
explosions in quoth
there's a hacky way to do them.
add an info_trap with the following keys:
'speed' '1'
'style' '2'
'dmg' '1'
'duration' '0.01'
'noise1' 'weapons/r_exp3.wav'
this creates an exploding grenade with a fuse only 0.01 seconds long (it will explode the next frame).
set 'dmg' higher to create explosion damage and change 'noise1' to any sound you'd like.
further hackery:
create a func_rotating_train and target it at an info_trap like the above. the func_rotating_train will drag the info_trap along and you can retrigger the trap repeatedly creating a trail of explosions, like a falling meteor or something.
 MadFox
#10617 posted by Mike Woodham on 2010/12/16 20:22:34
Strange. I know I did not rip the code so it must be out there somewhere. I'll dig out my old hard drives, maybe something on those.
Thanks anyway.
 Imp
#10618 posted by Mike Woodham on 2010/12/16 21:38:37
I now know that the one with the swoop code comes from Soul of Evil: Indian Summer. But that is radically different to the code I have, and the contained comments suggests it comes from Hexen 2 originally.
I can't believe I wrote all of the code for the one I have as I have my changes notated and I would not have done that if i had written everything else.
Strange. There must be another version out there.
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