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InsideQC Forums • View topic - Quake MOD - In The Shadows

Quake MOD - In The Shadows

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Re: Quake MOD - In The Shadows

Postby Spike » Sun Jan 06, 2013 8:07 pm

Regarding PF_VarString+Quakespasm, I'd personally say its more of a case of laziness-induced paranoia rather than a useful limit to retain.
There are other ways around PF_VarString that will crash the server _or client_. A low limit of 384 in there is absurd.
Really you have to ask yourself 'am I targetting vanilla, or do I already expect a few engine limits to be increased'.

You can still support quakespasm if you change your centerprints to this:
msg_entity = self; writebyte(MSG_ONE, 26/*svc_centerprint*/); writestring(MSG_ONE, stringtocenterprint);
But doing so is crazy.
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Re: Quake MOD - In The Shadows

Postby sock » Sun Jan 06, 2013 11:03 pm

Well he was evil, but he did build a lot of roads. - Gogglor
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Re: Quake MOD - In The Shadows

Postby leileilol » Mon Jan 07, 2013 12:25 am

In Engoo's case, I get a nice "Mod_ForName: NULL name" error when I run it.

I try to stick the big map limit compatibility into a QSB define because that regresses the dos platform, however even with the raised QSB limits I can't run it. So much for "standards"
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Re: Quake MOD - In The Shadows

Postby Spike » Mon Jan 07, 2013 1:23 am

I'm not sure what you mean by 'regresses the dos platform'. I assume you refer to bss+ram use issues?

Mod_ForName sounds like a buffer overflow somewhere. Can't think of any other way for that to trigger that wouldn't trigger some other error first.
I'd say 'try valgrind', but I'm not sure how well that really works with large blocks of bss like the sv or cl blocks.
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Re: Quake MOD - In The Shadows

Postby Baker » Mon Jan 07, 2013 1:34 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Re: Quake MOD - In The Shadows

Postby taniwha » Mon Jan 07, 2013 2:42 am

Leave others their otherness.
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Re: Quake MOD - In The Shadows

Postby leileilol » Mon Jan 07, 2013 9:20 am

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Re: Quake MOD - In The Shadows

Postby taniwha » Mon Jan 07, 2013 10:37 am

Well, QF's sw renderer doesn't crash, but you don't see any transition on the eye-walls. Also, the dragon window is flaky: sometimes visible (as a normal window), sometimes not, based on viewing position(?).

Even more interesting: QF's gl renderer only fades the eye-walls in and out: no ripple. The cool ripple effect is available in only the glsl renderer. Same for the dragon window.

I've just come to think that maybe it's a bu^h^h^hn accidental feature in the glsl renderer: any transparent texture gets queued on the waterchain texture chain, which is always drawn with turbulence... Darn, and I thought it was some ultra-cool magic sock had done :lol:. Ah, well, time to figure out how to turn it into a deliberate feature.
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Re: Quake MOD - In The Shadows

Postby taniwha » Mon Jan 07, 2013 10:52 am

Actually, I should add that after fixing a bug in the sw bsp renderer (rewritten R_RecursiveWorldNode overflowing its node stack), it doesn't crash. Just that room alone really pushes the sw renderer.

Still, all four of QF's renderers handle ITS just fine, it seems.
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Re: Quake MOD - In The Shadows

Postby sock » Mon Jan 07, 2013 2:41 pm

@leileilol, I've got no idea what would be causing that kind of error. My mod breaks a lot of the original Quake map/engine limits so this does not surprise me because I assumed your engine was sticking really close to the original Quake. I do like want you have done with visuals being pixel vision.

@taniwha, Thanks for the QC patch, I applied everything except the random() update. I went through all my code and made sure all random() statements are setup correctly, this was my mistake not something that an engine should fix. The stealth walls being liquid and wall texture types at the same time, as you probably guessed was an accident. I just setup the front face with the texture and all the others faces using a skip texture which gets moved around inside of the bsp file later. It does sound cool the wall warping and fading instead of just fading.

I think my next project will be to optimize the particle system to use a fixed amount of spawn entities and not constantly keep generating new one's. All my particle emitters go through one function so it should be easy to hook up an entity chain list and cycle the list when a new particle is required. I could even grow the chain list gradually so the map start is not flooded with a huge request to spawn so many entities at once. Plus having a fixed entity list means I can hook up an impulse to fine tune the amount of entities being used across the map. Hopefully this will fix the crazy demo file problem I got at the moment.

The error with the book text not displaying properly is because I am taking advantage of the centerprint overflow bug. I read that the centerprint can handle 12 lines of 40 characters so I created books with that much text to display. It works fine with fitz/markV engines but it seems a lot of engines have blocked or fixed this overflow bug and text for books is either corrupt or truncated depending on how the engine deals with it. In an ideal world I would love a new centerprint command that can safely display that much text. It would be perfect if the QC can detect the extra command and then use it, otherwise stick with the previous centerprint instead.
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Re: Quake MOD - In The Shadows

Postby taniwha » Mon Jan 07, 2013 7:30 pm

sock: odd, qf's centerprint code is not supposed to overflow at all. I just took a minute to verify and QF indeed can't overflow: dynamically allocated buffers are used. I guess I should look at what fitzquake does with long centerprint strings, but no time for that now: I have to go to work.
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Re: Quake MOD - In The Shadows

Postby r00k » Mon Jan 07, 2013 11:13 pm

I've almost got this working in my engine. I can play demos that were posted here but tracking down some bugs for single-player.
Image
Sorry about the screen size, though notice my pixely lightmaps ;)
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Re: Quake MOD - In The Shadows

Postby Dr. Shadowborg » Tue Jan 08, 2013 12:27 am

Okay, done playing.

Had more fun playing this time around. Stealth tutorial updates helped a lot, though I still have some gripes with it. S1M2 plays a lot better for the stealth gameplay than S1M1 does though, largely because S1M2 "opens" more passages for you than S1M1 does. Start map also plays a lot better than the earlier version. Found out how to access a lot more areas, including the Well of Bones.

Only bugs I noticed was some book text had misspelled words, etc. This isn't a big deal for me though as I'm not a grammar nazi, and the gist of what was being said got across just fine.

Really liked seeing the monsters navigate the level to find you.

Thoughts regarding stealth mode:
1. This mode seems to discourage combat and killing, or at least discourages attempting to do so directly. As a result, it tends to punish you more for being seen. This is largely mitigated in the 1.1 demo, though you might consider a few more weapons oriented towards giving the player an edge when discovered, like a flash, concussion or poison / smoke bomb.

2. Using Enviromental Hazards is encouraged, but something I would really like to see is some way of pushing monsters around. (airfist or something, then monsters being aware of slime and lava would be oh-so-much-sweeter because you could shove them in to die. Or push them off cliffs into spikes and deathzones >=D)

3. The Shadow Cult seems to be somewhat Ninja / Assassin-esque, so why don't you give players a grappling hook or something so you can hide in the ceilings? (granted this can break gameplay routes, but then again, stealth mode is all about finding routes through areas...maybe do what Half-Life: Opforce and RMQ do? i.e. "grapple points" in certain spots of the level?)

4. Poisoned monsters only seem to attack other monsters upon initial poisoning, unfortunately this means that once they kill their inital target, they don't do anything more. Since the poison logically causes hallucinogenic effects in targets, you should make them attack other monsters even after killing their inital target.

5. No poison fatality? i.e. shooting a monster with multiple poison bolts should kill them.

All in all, I can't wait for the next version to come out. I really wanna fight that badass death knight with the oversized shield. :wink:

...Uh-oh, playing this makes me want to work on Hellsmash again. :P
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Re: Quake MOD - In The Shadows

Postby taniwha » Tue Jan 08, 2013 2:36 am

There is poison fatality: in the start map in the area with the statue there are two guards. I'd shoot one with the poison arrow and he'd attack the other guard. If he survived the fight, he'd die shortly after from the poison. Occasionally, he'd gib in the process. Poisoned dogs will die.

Grappling need good grapple physics, which most engines don't provide (fte and dp might). Also, grapple would royally mess up the current maps. Grapple points would help, but then you get the problem of "why would anyone put a grapple point there? are they insane?" (story pov). Something the Wii version of Zelda got right (imo): grapple points could be anything: grating, vines on rocks, (certain?) tree branches... I think anything that could be a grapple that the designers didn't want you to use was put out of range (ie, careful map design). All that said, grapple would indeed make for some interesting possibilities in the game play.

Airfist would and should be destroyed by the amulet :). Now, being able to lure the enemy near the hazard, then making them accidentally jump/fall in by surprising them with a well placed bolt would be interesting.

The game is about sneaking around, maybe backstabbing. Essentially, it's about a vastly underpowered lone stranger trying to survive in a land very antagonistic towards strangers. If you don't like dieing, don't get caught! And don't bump into the guy you're trying to backstab, that really doesn't help.

Really, I don't think the game play needs to be changed at all. My one gripe so far is that the poison bolt is on 2 while the distraction bolt shares 1 with the axe. I find it to be rather counter-intuitive to have a ranged item on 1 and a precious item on 2. For me, it breaks the rule of least surprise.
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Re: Quake MOD - In The Shadows

Postby Dr. Shadowborg » Tue Jan 08, 2013 3:51 am

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