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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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Heh 
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 
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 
Have you got a map that I can specifically test this with? 
 
what do you want to test? 
Lava Eels 
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 
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 
 
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 
And I get shell casings from the chaingun as normal

shell casings coming out of chainsaws isn't normal. 
Chaingun 
 
Lardarse 
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 
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. 
And Again 
http://people.pwf.cam.ac.uk/ajd70/progs-14-10-05.zip
Here we go, fixes: Ammo counts now work, and the lava nails are in. Cycling forward is fixed, although multi-rockets might still break it. I'll do backwards once the weapons list is locked. The problem with non mastered/triggered func_trains is sorted. A few other cosmetic changes like reducing the number of idle noises from the chainsaw. Haven't been able to reproduce the chainsaw door bug yet, so it's still at large.

The new ammo code is the thing most likely to cause problems, if you notice at any time that the ammo on the top doesn't update correctly, let me know what you did so I can fix it. Lava nails should also be considered fully featured, so let me know about any bugs encountered.

If I've got this right, this is the list of known things that still need doing:
Fix chainsaw door bug.
Add teleporter flag.
Improve moster reaction time when waking up.
Add multirockets and exploding shells?
Backwards weapon cycling.
Anything else? 
Arcane_v0-9.zip As Seen In #359 
I think that backward weapon cycling has to be a priority now, if only so I don't have to listen to that bloody chainsaw starting up every time...

Forward cycling is fine, and it completely ignores the possibility of MR weapons. Ammo counts change correctly as well.

I have noticed a few issues with the chaingun, though. The weapon spins so fast that it looks to be convulsing when I hold down the trigger (I guess because of DP's model interpolation). The weapon is also far too powerful. It drops knights with 1 hit, and gibs eels with 1 hit as well. Also, it uses 2 ammo per shot, for some strange reason.

I am wondering if you are going to want reskinned lava guns, because they don't need those stupid warning arrows on... 
I Found The Source Code That FC Posted As Well... 
Now I understand why the Chaingun is so sick...

Preach, with your permission, I'd like to re-write the code for the chaingun to be less evil, less messy, and easier to balance once we get to that stage. If you've made updates to w_chaingun.qc, then I'd prefer to work from your copy. 
...and this here is the dangerous end... 
Be My Guest 
Only things I've changed in w_chaingun.qc are reducing the frequency of gibs spawned so it doesn't cause packet overloads when you unload on a zombie, and since the whole thing is a mess anyway, it might not be necessary once it's done. So yeah, just work from the FC version and that'll be fine. 
You Reduced Gibs? 
blasphemy! :o 
Gib Cuts 
The chaingun was producing three gibs per shot, it just wasn't feasible. Most things died fast enough for it not to matter, but zombies you can blast a lot of chunks out of before they die. One thing I thought of which might be important for rewriting the chaingun; quake doesn't like things that occur faster than every 0.1 seconds. You can do it, and it'll work a lot of the time, but it runs the risk of being very framerate dependent. The quake engine will ensure that there are at least 10 frames per second of game time, and will effectivly slow down the game clock if the computer can't keep up. There might be small fluctuations in the rate of firing depending on how the frames line up with the times, but you should always get 10 nails fired between time and time + 1.

If you do something with a shorter delay, say 0.05 seconds, a person who's only getting 10fps would only get 10 shots per second when they should get 20. This might explain why the chaingun fires rounds 2 at a time and then does two sets of damage in a burst, besides the slight benefits to the network updates gained by doing this. So it's something to bear in mind if you rewrite it. Perhaps the best solution if you want such a high rate of fire would be to check frametime each time it fires - if the framerate is below 20 fps, fire two shots and set the delay to 0.1, otherwise set it to 0.05. Bit more work though.

The other thing about the chaingun and model interpolation is that it only uses two frames, which for non model interpolation suffices to give the illusion of a rotating barrel. With modern engines it'll be obvious it's rocking back and forth, might be worth fixing that. I've got a good idea about how I'd go about this so it would look smooth on interpolating engines, but still look like it rotates in older engines, so I'll put it into the rewritten chaingun once it's done.

Positive news - fixed the door bug, and I've put in spawning by a spawnflag - 64 makes monsters teleport when triggered, and 128 makes them teleport in the same way, but silently, for doing reinforcments that have "moved into place". Can't upload it yet though, connection issues. Do people want multirockets? I never found them that handy myself, but the code is half there if people so desire. 
I Have An Excuse, Nitin 
idiocy, yeah, that's it. 
Agreed 
You Reduced Gibs?

blasphemy! :o


That is why I went ahead and built the gyro physics.qc patch into my basic Quake. The gibs are extra bouncy; the next step will be to get them to flop around and shake like jello. 
Replying To #468 
One thing I thought of which might be important for rewriting the chaingun; quake doesn't like things that occur faster than every 0.1 seconds.

Thought of that. It's averaging 20 for me when I test it.

The chaingun was producing three gibs per shot, it just wasn't feasible. Most things died fast enough for it not to matter, but zombies you can blast a lot of chunks out of before they die.

At 60 entities per second, I doubt even Darkplaces would be able to cope...

Perhaps the best solution if you want such a high rate of fire would be to check frametime each time it fires - if the framerate is below 20 fps, fire two shots and set the delay to 0.1, otherwise set it to 0.05. Bit more work though.

It's much easier and more consistent to fire 2 (or more) bullets every 0.1s so that's what I have planned...

The other thing about the chaingun and model interpolation is that it only uses two frames... I've got a good idea about how I'd go about this so it would look smooth on interpolating engines, but still look like it rotates in older engines, so I'll put it into the rewritten chaingun once it's done.

I noticed that as well. It's a shame really, because it's an otherwise nice model. If you're planning what I think you're planning, then it won't work, because there are other parts of the weapon visible, not just the barrels. I think that a model like the SNG would look best, but we don't simply want a reskinned model.

Do people want multirockets? I never found them that handy myself, but the code is half there if people so desire.

I will be able to comment on their usefulness a bit more after I actually complete DoE, but my early thoughts are that cluster bombs would be very useful (and more useful if they split up after hitting a monster). Multi rockets would probably be less useful, although they can clear rooms out very nicely. So yes, i want to see them. However, I think we need to limit the ammo on these. Maybe perhaps to 3/6 per box and maximum carrying of 50 ?

One last thought about the chaingun before I end this long post: Do people think that the knockback is too much? 
Preach 
I've finished re-writing the chaingun, all I have to do is send it to you. I hope you got my previous e-mail. 
E-mail 
Haven't been able to e-mail for a few day previously, but I've just checked them now and got the last message about the .meat field. So if you send it over today, I should be able to get it before the connection dies again. 
Np 
Sending now.

Btw: if you want a Gmail account, I can give you an invite... 
Less Talk 
More screenies 
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