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Brute force weapon scrolling in Malice?

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  • Brute force weapon scrolling in Malice?

    I recently acquired a copy of Malice, and I noticed that the reload function replaces 'impulse 12', which is normally used for scrolling down in the weapon list in normal Quake.

    I'd just like to know, is it possible to return the original function of 'impulse 12' with a new impulse command, or is it stuck like this? If it's possible, how would I go about doing it?

    (Sorry, I'm a weenie when it comes to Quake, I prefer not to use the number keys to select my weapons )

  • #2
    Impulse 12 is CycleWeaponReverseCommand() in Quake, but WeaponReload() in Malice.

    I'm looking at the Malice source and it appears this was simply replaced. Admittedly this was a dumb move by the Malice devs.

    You'd need to decompile the Malice progs.dat and change the QC to get it back.

    Then again, normal forward weapon cycling still works, right?
    Scout's Journey
    Rune of Earth Magic

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    • #3
      Yes, it does. I was just wondering if it was possible; it's mighty annoying, I must say.

      Would it be possible to add the function of CycleWeaponReverseCommand() to a different impulse via modding? I'm not sure, I'm no modder.

      Edit:

      Let me elaborate, rather than just restoring Impulse 12, keep Malice using Impulse 12 for Reload and just make something like, I don't know, Impulse 31 use CycleWeaponReverseCommand(). Would this be doable without decompiling, or am I mistaken?
      Last edited by DoctorWallaceBreen; 03-22-2012, 06:03 PM.

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      • #4
        It requires QuakeC, so one needs to have the source code. That involves decompiling and some annoying bit of recompiling.

        Reverse engineering might be illegal where you live, too. The source wasn't officially released I think.

        If this was an easy fix, I'd do it for you, but tbh I'm busy enough with other things and making the decompiled source recompile is a tad nasty.

        It might be possible with custom binds and aliases in your config, ie have mwheeldown bound to a custom alias that selects the next lower weapon each time. But I am no expert on that. Maybe others can help you there ^^

        a custom reverse weaponswitch alias, basically.
        Scout's Journey
        Rune of Earth Magic

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        • #5
          Originally posted by golden_boy View Post
          It requires QuakeC, so one needs to have the source code. That involves decompiling and some annoying bit of recompiling.

          Reverse engineering might be illegal where you live, too. The source wasn't officially released I think.

          If this was an easy fix, I'd do it for you, but tbh I'm busy enough with other things and making the decompiled source recompile is a tad nasty.

          It might be possible with custom binds and aliases in your config, ie have mwheeldown bound to a custom alias that selects the next lower weapon each time. But I am no expert on that. Maybe others can help you there ^^

          a custom reverse weaponswitch alias, basically.
          Ooooh, thanks. c:

          I was thinking aliases would probably do it, but I'm not entirely sure how to go about doing that, or how closely it could emulate Quake's normal weapon scrolling system.

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          • #6
            If you did seven cycle commands, the result would be the same as a reverse cycle... but only if you had every weapon. You could remake the alias script each time you added a weapon, but it'd break the immersion.

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