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Use sprites for zooming, scope zoom?

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  • #16
    Hello Dutch,

    Thank you for your post.
    Seeing that you are really interested and kneedeep in QuakeC modding, I can only encourage you to visit the inside3d forum.
    You will find a lot more people like yourself there. You will find the old guru�s as well as young dedicated talented people which are a source of wisdom when it comes to QC.
    (as well as other parts of Quake modding too)

    I usualy like the comparism of qc modding with "flying a plane".
    You can read a hundred books about how to fly a plane and knowing all the buttons and switches in a cokpit; but to become a good pilot and to develop new twists / tricks you need others to learn from and share experiences.
    Nobody (except Spike) knows everything...
    Read other mods sources is essential.

    You are someone who likes to make his own hands dirty and does not want a pre-defined qc-code-answer. So you will fit exactly into inside3d, as you have to do the main work by yourself, but you will find a helping hand and guide everytime you are in need.



    But back to your question:

    I am an extension addict, so yes the clip shows DP_VIEWZOOM in action.
    There are basicaly 3 ways of doing a zoom view feature. Unfortunately 2 of them need extensions: csqc and DP_VIEWZOOM.
    The 3rd (engine independent) one is used in the mods that Nahuel suggested: Tacktical Quake and navy seals: stuffcmd 'fov'
    The 3rd way is an evil hack and people would ban me if I suggested it
    Because you should never change the players game settings with your mod.
    But it is your only way to change the view.


    The smc sometimes also uses stuffcmd for some features, and fortunately there is a way to make this evil hack a little bit less evil :
    Make use of a seperate cvar (as you know there are several free ones in vanilla Quake), which must be explained in the readme of your mod.
    You will use and modify this custom cvar for your feature instead of 'fov' and will set back the cvar�s defaults when starting and ending the Quake engine as well as changing a map !
    So, basically what you do is telling the player to set his prefered fov in the custom cvar.
    And even if you quit the Quake engine while you are in zoom view, it will be reset like mentioned above in the start and end function of qc.
    You can call it (check it) every frame, so even whe you lose a data pack, nothing evil happens.
    Please look into the source of smc to see details.
    It even works when loading/saving which was a long time an issue for me.
    The fact that mods are stored and played in a seperate folder (besides id1) with their own configs, makes this feature even more doable / less evil.

    So I would say:
    Yes, you can do it in vanilla Quake (even without changing the players settings).

    Best of luck,
    Seven


    EDITED:
    Please also read this thread to read more about this topic.

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    • #17
      Thanks for the reply Seven! There was a lot of good info there. I also read through that link as well.

      Inside3d is great, i have found many answers/tutorials just by reading through old posts. Unfortunately they seem to have a problem registering new members as i tried to set up a profile there once. But it is great to dig through their old forums.

      As for the zoom feature, it seems altering the fov is frowned upon, and i can't say i blame anyone. It seems to be real hacky. I will look into it and see if I can't fine tune it with a cvar, but I do want to dig into csqc and see where that takes me. I do have one more quick question if you don't mind: is csqc incompatible with some engines? I have done a bit of coding with the extension, but i was using DP. Thank you sir, i appreciate your help/advice.

      EDIT: when i get back from vacation i will take a look at your smc source to see what you've done there. Thanks!
      'Replacement Player Models' Project

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      • #18
        CSQC is incompatable with ALL engines.
        The only engines that DO support csqc are darkplaces and fte.
        Gnounc's Project Graveyard Gnounc's git repo

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        • #19
          Originally posted by gnounc View Post
          CSQC is incompatable with ALL engines.
          The only engines that DO support csqc are darkplaces and fte.
          I was afraid of that. Ok thanks man.
          'Replacement Player Models' Project

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          • #20
            nice feature Seven, o'mac bah CS:source 100x better with out haxorz!
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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