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ARCANE WIZARD
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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I can't use my own computer to edit anything right now, but my map has been at monster-placing phase for a while now. I think having all the maps in sequence would be a good idea.

Preach: Sorry I haven't been in contact, while trying to fix my mess of a computer I lost all of my email. An address that works for me right now is djg164@mail.usask.ca. Once Pulsar and I get some entities into our maps it'll provide a lot more ability to test/fix/code whatever with the arcane progs.dat. 
Tronyn 
What progs.dat do you use? I found that the one FC posted a long ago (v0.9) had a lot of unworking stuff. Some monsters don't work, my func_plats don't move etc. And there's no spawn fuctions there afais. And no earthquakes and corpse removal so far.

btw is it possible to make fgd file for these progs.dat? 
Hmm 
I'm placing entities (monsters etc) in my map right now, and I'll test how well it works with the 0.9 progs. I'll compile a list of things that don't work and then email it to Preach for fixing. Pulsar, you could do the same with the issues you mentioned.

An FGD probably isn't that difficult; I haven't made one before but I think I know how; I'll look into it. 
 
I'll compile a list of things that don't work and then email it to Preach for fixing. Pulsar, you could do the same with the issues you mentioned.

That sounds like a good idea. I'll do it.
So monsterspawning don't work? oh I plan a lot of spawning in monsters in my map.

And FGD would be great 
The Baron 
The Baron uses the DDZ base, with permissions, and EvilBastard is mentioned quite prominently in the Nehahra credits.

I must confess though I didn't have the experience with converting models in the skinmap department in 2000, so the skinmap was atrocious and the vertexes suffered degradation, which was a bit saddening as I'm a great admirer of Evilbastard's work.

I've already rectified that for the re-release and Ep4 though, and the baron looks great.

I had to comment because I took offense with the "rip-off" comment. I always give credit where credit is due and have no interest in taking the credit for other people's work, which is why there were so many names on the passive contributor's list. I am so conscientious of it that I am nearly anal about it and I see nothing wrong with using models that have free permissions if said models reflect what you envisioned in your head (though I am more often than not *inspired* by existing models, rather than inspired to create or find a model to match an image in my head). The alternative is trying to build a model just like it. Why rebuild something that already exists if you're free to use it? It would be silly to do so.

Anyhoo, pluck your turds out of my bubble bath :( 
 
That was in response to an old post #196.

But I couldn't let it go :p 
Evilbastard 
quality modeller, ratamahatta and hueteotl were another two of his I really liked. 
Good Luck 
i hope you guys finish this project some time, i still play the odd q1sp, and this is something i really look forward to. good luck guys! 
Preach 
Did you recieve my email? 
Troubled Times 
I just got it, my connection's been on the blink over the past few days. I'm looking into the problem, but not got anywhere yet. I don't think it's the problem mindcrime mentioned, it looks like there's already a second items field and all the flags look small enough. If you can come up with reproduction steps that produce this bug every time that would help me narrow it down. I've managed to reproduce it a few times when I run out of ammo with a weapon, but not reliably. 
AguirRe Has Suggested 
using the zerstorer spawn64 qc instead of hipnotic func_spawn, since it is faster and lightens the load for the engine. Since FC's progs don't have a func_spawn anyway (right?) maybe we could just forget putting those in and put in the spawn64 instead?

Update on my map: I've got all the gameplay (doors, buttons, routes, etc) done and am just starting to place monsters and items.

Kona: Thanks, long time no see 
Preach 
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 
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. 
 
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 
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 
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 
that's great. downloading now 
I Don't Have Rogue 
so monster_eel, all magi (monster_acolyte, monster_sorceror and monster_warlock) and monster_wraith don't work. 
Not Only That... 
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 
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 
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? 
 
the enforcers do. think of the enforcers. :( 
Lol!! 
If dylan sartain's around somewhere, I thought he was going to replace the enforcer models/themes with cultists. 
More Bugs: 
(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 
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. 
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