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InsideQC Forums • View topic - MonsterMatch

MonsterMatch

Discuss programming in the QuakeC language.

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Postby Orion » Sat Mar 08, 2008 11:43 pm

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Postby frag.machine » Sat Mar 08, 2008 11:45 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Orion » Sat Mar 08, 2008 11:52 pm

Last edited by Orion on Sat Mar 08, 2008 11:53 pm, edited 1 time in total.
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Postby Canadian*Sniper » Sat Mar 08, 2008 11:52 pm

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Postby Orion » Sat Mar 08, 2008 11:56 pm

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Postby Canadian*Sniper » Sun Mar 09, 2008 12:15 am

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Postby RenegadeC » Sun Mar 09, 2008 12:41 am

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Postby Canadian*Sniper » Sun Mar 09, 2008 2:39 am

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Postby RenegadeC » Sun Mar 09, 2008 4:06 am

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Postby RenegadeC » Sun Mar 09, 2008 4:28 am

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Postby r00k » Sun Mar 09, 2008 6:02 am

Ah crap! I always wanted to make an RA style quake mod like "" using the quake monsters never got around to it :P
I'll have to check this out as it looks quite nice!
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Postby leileilol » Sun Mar 09, 2008 6:34 am

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Postby Canadian*Sniper » Sun Mar 09, 2008 3:49 pm

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Postby RenegadeC » Sun Mar 09, 2008 4:13 pm

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Postby Orion » Sun Mar 09, 2008 5:13 pm

Guys, I think I'll take out the bots, because there's a file called playermovement.qc, and I thought it only affected the bot physics, but is affecting the player physics too! :(

So, I think I'll do the following:

1) Take out the bots for original player physics in online play, and without them, you can host a server with any engine. :)

2) Let the homing swords of the Knight a bit faster, but IMPRECISE. The sword will no longer do a 90-degree turn around a corner nor point right in your face. Also, the direct sword (the faster, but flies at a straight line) will no longer explode too (seeker sword will still explode), you should aim right in an enemy's face to do damage. It'll be slightly faster too.

3) Increase both Knight and Death Knight's melee damage by 2x, and the Death Knight's hellfire will explode (but not too strongly) when hitting something, with same spread amount.

4) Reduce the Shambler's lightning height for better aiming.

5) Take out RL from the Ogre. I'll replace it by a mortar cannon or so, and I'll double his chainsaw damage too.

6) Increase all monster's melee range.

I think that's it! :wink:


EDIT: I'll make the Knight's seeker swords to explode 10 seconds after following a target without hitting anything.
And about the Fiend's bug, is that it's not triggering the touch anymore. :( And, I set attack_finished to 99999999 until it touches something, making it not change attacks nor trigger impulses. :?
How can I fix that? It SHOULD do damage when jumping, I can't take that out!

EDIT 2: Sadly, the Fiend will no longer do damage to foes when jumping. He can't trigger any touch.

I succesfully added support for TF maps, flags are working great!
It supports regular Quake maps too, but you'll need to make a new .ent file for it, and read some comments of item_tfgoal at flag.qc.

NOTE: Some TF maps the cap point or team respawns might not work. Just preskool were bugged.

I uploaded the CTF version, with fixed Fiend and improved stuff, as you all suggested.

Impulse 100 changes to blue team.
Impulse 101 changes to red team.

You also enter as a random team.
Unfortunately there's no way to keep team and/or class when changing a level.

Soon I'll release FFA version.

The file has 2 TF maps we can play and test... so everybody can get them.




EDIT 3: I forget to upload some sounds... but it's ok. It's till beta, lol.


EDIT 4: Just figured out why the players can't handle in mid-air nor get out of water. The players are affected by playermovement.qc plhysics, but now only bots will be affected! :D
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