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| Posted by Tronyn on 2004/01/15 22:43:08 |
Just wondering if anyone is interested in a wizard/arcane themed q1sp project. The idea would be a common pak file, including a bunch of arcane monsters/props, and whoever wants to donates a map in an arcane theme (id wizard, contract revoked, ikblue, new texture sets, whatever). Then they get strung together, and that's the pack.
Criteria for arcane: in my opinion, there should be lots of books, heh. And a focus on signs and symbols and magic and such. contract revoked is a good example.
Anyone interested? |
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 Preach
#437 posted by PuLSaR on 2005/10/07 11:52:31
Nails are not collected at all. And weapons (NG and SG) dessapear when ammo is out. And not always disappear when I switch to another.
 Progress
#438 posted by Preach on 2005/10/08 06:39:07
I believe I've got the disappearing weapons bug, or at least one of them, there was a flag being subtracted from the wrong field that was corrupting the items list when you took damage exceeding the amount of armour you had. It's possible other bits of code will be doing the same thing, so I'll keep testing.
The nail thing was also pretty easy to fix, and I'm confident that'll be ok. The wrong ammo icons might take a little longer, FC changed all the values of the item flags around, and that has an impact on the HUD, which basically reads the items fields for what to display. Do make sure you're playing it with -rogue though, that improves some things.
Afraid I can't give out the progs with these fixes, I'm posting this from a public computer as the network here has failed again. Nor can I download any source, which would help me get some things sorted. So in the meantime, what is spawn64? Is it essentially adding a spawnflag to a monster to make it teleport in when triggered rather than spawn at the start? That was what I was planning on doing, func_spawn seems a bit too much for most purposes.
#439 posted by necros on 2005/10/08 07:56:17
well, the basic idea of the zerstorer spawn function is that it checks if you've checked the spawnflag for it (can be 64, can be whatever) and then stops the code before setting model, movetype and solid values and the call to walkmonster (or fly/swim) (but after setting the .th_ functions). it also sets the .use to a function that completes the monster setup. so when the monster is triggered, the model gets set and it becomes visible, plays the teleflash and then goes to the stand animation awaiting to be awakened.
 Tronyn
#440 posted by PuLSaR on 2005/10/11 03:36:34
Update on my map: I've got all the gameplay (doors, buttons, routes, etc) done and am just starting to place monsters and items.
So we decided to make all maps in sequence? I remember you wanted my map to be the first one. Then you should keep in mind that player already has most of weapons when you place monsters. Right?
 Happy Day
#441 posted by Preach on 2005/10/11 06:54:09
Ok, I can get internet from my computer now, so I've uploaded the latest progs. Grab grab grab:
http://people.pwf.cam.ac.uk/ajd70/progs-11-10-05.zip
This is just a bug fix, weapons don't disappear randomly, and trigger_read works. Features like proper ammo icons and spawnflags for teleporting are on the way, but I figured getting something usuable quickly would be most beneficial. For best effect use the -rogue switch on the command line.
 Preach
#442 posted by PuLSaR on 2005/10/11 07:13:26
that's great. downloading now
 I Don't Have Rogue
#443 posted by PuLSaR on 2005/10/11 11:01:37
so monster_eel, all magi (monster_acolyte, monster_sorceror and monster_warlock) and monster_wraith don't work.
 Not Only That...
#444 posted by Lardarse on 2005/10/12 10:29:39
But when enforcers die, they stay solid, and they spew out lots of backpacks, each pack holding 5 cells...
Oh, and some bastard removed impulse 12 as well...
 Today's Build
#445 posted by Preach on 2005/10/12 14:57:57
Here we go, today's work.
http://people.pwf.cam.ac.uk/ajd70/progs-12-10-05.zip
You don't need rogue to get those monsters, all the -rogue switch does is turns on the new HUD graphics. I've included the updated gfx.wad from rogue in today's package, and since I'm so nice have even made custom icons for the chaingun and ammo : - ). The reason the monsters you listed didn't work was problems in the code. The wrath and eel had qc files all ready to go, but they weren't included in the build process. The mages didn't work because of a bug in the code, that occurred several times, but is an easy fix once you spot it.
Hadn't spotted the bug with enforcers, it comes about as a result of the rewrite FC did of all the monster spawning code. Gotta admit, the fountain of backpacks was lovely to watch. It's also been fixed in this build, enforcers now behave. What did impulse 12 do, was it cycle weapons backwards? Let me know and I'll fix it tomorrow.
 Very Nice
#446 posted by PuLSaR on 2005/10/12 16:55:15
magi work now =)
I hope you'll add last monsters soon. Also make func_train start to work (I think there's something with that 'master/slave' fields bug). And the greatest feature will be spawnflag teleporters.
btw who cares about enforcers in medival mod?
#447 posted by necros on 2005/10/12 17:17:08
the enforcers do. think of the enforcers. :(
 Lol!!
#448 posted by Tronyn on 2005/10/12 17:21:28
If dylan sartain's around somewhere, I thought he was going to replace the enforcer models/themes with cultists.
 More Bugs:
#449 posted by Lardarse on 2005/10/12 18:55:16
(btw, impulse 12 is cycle backwards, yes)
l_spike.mdl isn't precached.
Quake crashes when you try to cycle weapons while holding the lava NG.
There isn't a model for the chainsaw.
I get a multi-coloured blob instead of shell casings from the chaingun.
Sorry for listing so many bugs, but I tend to notice these things... If you need a fresh pair of eyes on the code then I can take a look for you. Feel free to contact me off-list.
LA
PS: Is there anything else I should get for testing this, apart from the progs.dat ?
 Bugs, Bugs
#450 posted by Preach on 2005/10/13 01:05:15
Don't stop sending me bug reports, it's useful, not annoying! Most of the fixes for these things are easy, but I don't have time at the moment to both playtest the hell out of the mod looking for bugs and to fix them. Once I know there's a problem I can get straight on it. Like the lava ng stuff passed me by as it doesn't get given to you with impulse 9 - which I suppose constitutes another bug : - ).
Also, pulsar, which monsters are missing? Let me know and I'll try and get em into today's build.
 Heh
#451 posted by Lardarse on 2005/10/13 04:41:45
Like the lava ng stuff passed me by as it doesn't get given to you with impulse 9 - which I suppose constitutes another bug : - )
I just assumed that that was a part of the weapon cycling bug...
The crash whe cycling from the Lava NG is a runaway loop - I have a crash screnshot if you want it.
I assume that the idea is to have the alternate ammo type show up on the status bar when using an alternate weapon, just like in DoE. I can't exactly remember how that is done, although poking around in the DoE source and DP engine source might help. But I think that you will need to pay attention to the variable names that you use.
 Preach
#452 posted by PuLSaR on 2005/10/13 04:48:58
Monster_ell and monster_wraith.
Also a minor bug - I get a message the fiend's idle2.wav is not precached everytime I see fiend (tho it's not idling)
 PuLSaR
#453 posted by Lardarse on 2005/10/13 07:18:41
Have you got a map that I can specifically test this with?
#454 posted by PuLSaR on 2005/10/13 08:50:44
what do you want to test?
 Lava Eels
#455 posted by Preach on 2005/10/13 10:25:29
http://people.pwf.cam.ac.uk/ajd70/progs-13-10-05.zip
Now contains everything you need for monster_eel. Monster_wrath was actually working yesterday, make sure you spell it without an i...wraith looks more natural to me, but the files and QC all spell it wrath. Same goes for the idle.wav bug, nailed that one yesterday : -).
On the lava_nails, it's less good news. The problem is that the lava_nailgun really hasn't been implimented at all yet, it's more like a bug that you can get at it when you pick up lava nails. The precache is fixed, but things are not all well yet, don't report bugs with the lava nails yet, it's just not done.
The even worse news is that half the weapon code needs changing to make lava nails work and the right ammo, it's a matter of replacing ammo_shells with ammo_shells1 everywhere(and so on for the other ammo), then adding another function in several key places, so a big job. Once that's done the upper ammo totals with be right and the other lava ammo bugs will be fixed. Not today though...
There shouldn't be a model for the chainsaw on the ground, it replaces the axe by design. And I get shell casings from the chaingun as normal, so if you've got any more info about why that's happening it you it would be handy. You aren't testing it in darkplaces are you?
 Another Bug
#456 posted by PuLSaR on 2005/10/13 11:20:01
If I open shootable doors with chainsaw the half of the way it opens with the speed I set in the 'speed' field and the after that it immediately drops into open position.
haven't checked the latest progs.dat yet, downloading
#457 posted by Lardarse on 2005/10/13 17:50:01
There shouldn't be a model for the chainsaw on the ground, it replaces the axe by design. And I get shell casings from the chaingun as normal, so if you've got any more info about why that's happening it you it would be handy. You aren't testing it in darkplaces are you?
The chainsaw doesn't appear at all... You just appear to be holding nothing. I am using DP, but I woulldn't know what sort of errors I'm looking for...
@PuLSaR: I'd be looking to test monsters next, because there's currently nothing else to be tested on teh weapons. I can't map for shit, otherwise I'd just add the monsters to a basic rooom and test that. I can also test maps for bugs and stuff if you think it might be useful...
 Uhm
#458 posted by HeadThump on 2005/10/13 20:19:21
And I get shell casings from the chaingun as normal
shell casings coming out of chainsaws isn't normal.
 Chaingun
#459 posted by nitin on 2005/10/14 03:01:26
 Lardarse
#460 posted by PuLSaR on 2005/10/14 03:50:59
Well I actually don't want to fullvis my map so far. If you want I may sent you fastvised version, but if you need just to test monsters I have a testmap with mothing but 6 brushes and monsters/ammo.
 Missing Models
#461 posted by Preach on 2005/10/14 05:16:29
It sounds like you're missing all of the custom models for the game, do you have the zip file that FC posted long ago with all the models in it? The releases I've made are intended to be patches for that, not replacements. When DP can't find a model, rather than spit out a console error it replaces it with a default placeholder, which looks like a multicoloured diamond thing. I haven't done anything with bmodels yet, so I'll take a look at that door thing and the func_train while I'm at it. My connection is down though, so I might not be able to upload a patch today.
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