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  • #16
    I see. Thanks for the link.

    All your tutorials, links etc. are very useful Baker, keep doing it. Eager eyes are watching.
    Scout's Journey
    Rune of Earth Magic

    Comment


    • #17
      I also looked at the source Metchsteekle posted, and the observer code looks good. I'd appreciate a short tutorial on putting that (observer.qc, and whatever goes along with it) into any mod.

      One problem is that obs doesn't work in coop - the monsters get angry at me.

      Strange enough, voting by typing the map name into the console doesn't work. I even started a dedicated server - no dice. Perhaps it only works if there's more than one client connected.
      Scout's Journey
      Rune of Earth Magic

      Comment


      • #18
        Originally posted by golden_boy View Post
        I also looked at the source Metchsteekle posted, and the observer code looks good. I'd appreciate a short tutorial on putting that (observer.qc, and whatever goes along with it) into any mod.

        One problem is that obs doesn't work in coop - the monsters get angry at me.

        Strange enough, voting by typing the map name into the console doesn't work. I even started a dedicated server - no dice. Perhaps it only works if there's more than one client connected.
        When I get time, I'm going to try to dissect a proper way to do this and tutorialize it.

        It's in my stack of stuff to do.

        Probably in December.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #19
          np, I can probably use this

          http://quakeone.com/forums/showthrea...light=observer

          note to self: searching often helps
          Scout's Journey
          Rune of Earth Magic

          Comment


          • #20
            Add:

            Something very important in coop. It's a small thing so it is not often thought of.

            The messages like "You picked got the silver key" should also be communicated to all the other players so they can stop looking for the silver key. Also messages like "You can't open this door because you the silver key", because then the other coop players know to look for the silver key.

            Maybe even triggers like "There is one more left".

            At least this stuff should print to all the other, friendly players Something that might be interesting to try someday is Versus Coop! Where the red team of players is trying to "win" wants to beat the blue at finishing the map.
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

            Comment


            • #21
              Are death sounds still going to be heard throughout the level?

              An option to have the server pick a random map, or do size-based selection like RQ.

              Possibly addressed in QIP:
              When you land on a player, you can just barely move to slide off.
              A player that joins during intermission won't see scoreboard. (Vanilla quake just causes nextlevel to start.)
              Becoming stuck in a waterjump (famously known in dm5). I have a fix, and it uses a player's .mangle to check for a nonchanging origin.

              Regenerating exploding boxes in dm?
              Removing exit wall brushes?

              Comment


              • #22
                Originally posted by Zop
                An option to have the server pick a random map, or do size-based selection like RQ.
                I have categorized a lot of custom maps (the standard id maps as well) on the euroquake server.. feel free to use this data for any size-based selection system. I intend to categorize more maps over time..

                Code:
                +--------------------------------------+
                |Rocket Arena maps on server           |
                +------------+------------+------------+
                |23ar-a      |chamber1    |misexpo4    |
                |2pyramid    |crandome    |nilsrar3    |
                |2towers     |dm2arena    |pen2        |
                |aqua_ra1    |dom2_1ra    |pitarena    |
                |aqua_ra2    |egyptra     |ptucket     |
                |aqua_ra3    |football    |qurexpo1    |
                |aqua_ra4    |gear8       |ra_funkf    |
                |arenarg2    |gearpr0n    |rarena3     |
                |arenarg4    |gibexpo1    |rayexpo1    |
                |arenarg5    |gnurena     |rayexpo2    |
                |arenarg6    |hill20      |rayexpo3    |
                |arenax      |iarena2     |rayexpo4    |
                |arenazap    |id3         |rgarden     |
                |arendm1a    |lowgrav     |rockgate    |
                |arenrg3a    |marena2     |soyarena    |
                |arma4       |marena3     |terrain2    |
                |barena1     |marena4     |uarena1     |
                |basarena    |mayan1      |unholy      |
                |bbarena2    |misexpo1    |xarena3     |
                |bunmoo3     |misexpo2    |yard1       |
                |bunski      |misexpo3    |            |
                +------------+------------+------------+
                +--------------------------------------+
                |Midair maps on server                 |
                +------------+------------+------------+
                |airgate1    |midair      |omsair      |
                |airgate2    |midair3     |omsair2     |
                |condemned   |midair4     |pegair02    |
                |endif       |midair5     |pegmidair1  |
                |metch1      |nitromidair1|pegsmash1   |
                +------------+------------+------------+
                +--------------------------------------+
                |Trick maps on server                  |
                +------------+------------+------------+
                |quadlympics |trick11     |zediit      |
                |quadquest   |trix2       |zjumps      |
                |rocketjump  |v_kjump     |zt1c        |
                |tr2         |v_kjump2    |ztrain2     |
                |tr3_b1      |way2ez      |ztricks     |
                |trick       |way2ez2     |ztricks2    |
                +------------+------------+------------+
                +--------------------------------------+
                |Small-size maps on server             |
                +------------+------------+------------+
                |aerowalk    |lacrima     |ukooldm5    |
                |aggressr    |lilith      |ukooldm8    |
                |auhdm2      |mgdm2       |ukooldm9    |
                |basewalk    |nitrodm1    |ultrav      |
                |bless       |nitrodm2    |utressor    |
                |blizz2      |north       |veddm7      |
                |dm4         |organ       |veddm8      |
                |dm5         |pkeg1       |xadm4e      |
                |dm8         |reinc3      |xdm4        |
                |doomed      |reinc5      |xl1dm1      |
                |dranzdm5    |rf2         |xl1dm2      |
                |e1m5duel    |rf2test     |xntrick     |
                |e1m7        |safe2       |zerdm5      |
                |edc         |skull       |ztndm1      |
                |end         |spank1      |ztndm2      |
                |jrdm1       |ukooldm1    |ztndm4      |
                |jvx1        |ukooldm2    |ztndm5      |
                |kjdm3       |ukooldm3    |            |
                |kjdm7       |ukooldm4    |            |
                +------------+------------+------------+
                +--------------------------------------+
                |Medium-size maps on server            |
                +------------+------------+------------+
                |a2          |e1m2        |p3a         |
                |ac4         |e1m3        |qtdm3       |
                |agenda      |e1m4        |rcdm7       |
                |agent       |e1m5        |rf          |
                |alk08dm     |e1m6        |ritual      |
                |asylum      |e1m8        |rm          |
                |baldm6      |e2m7        |safe1       |
                |baldm7      |e3m2        |sanity      |
                |baldm8      |e3m3        |schloss     |
                |bovine      |e3m7        |spd         |
                |bsdm2       |e4m1        |spinev2     |
                |bsdm7       |e4m3        |start       |
                |bsdm8       |efdm10      |summer      |
                |carddm1     |efdm8       |tree        |
                |castles     |efdm9       |trimp       |
                |chesdm1     |exdm5       |ukcldm5     |
                |cleaver     |factory3    |ukooldm6    |
                |crdm1       |ferrum      |ukooldm7    |
                |dakyne      |fort01      |ukpak2      |
                |dazdm13     |gendm1      |ukpak5      |
                |dead        |gendm2      |ukpak6      |
                |dm1         |gomdm4      |ukpak8      |
                |dm2         |gworld      |xeno1       |
                |dm3         |head-shot   |xl1dm3      |
                |dm3again    |imp1dm6     |xl1dm4      |
                |dm6         |jndm6       |xl1dm5      |
                |dm7         |kikdm6      |xmastree    |
                |dmfdm1      |klzvob      |zed2        |
                |dmfdm2      |lundm1      |zerdm1      |
                |dokkur      |madness     |zerdm3      |
                |doom37      |mncrdrug    |zerdm4      |
                |dranzdm8    |nindm2      |ztndm3      |
                |e1m1        |nindm3v2    |            |
                +------------+------------+------------+
                +--------------------------------------+
                |Large-size maps on server             |
                +------------+------------+------------+
                |ab2         |e2m5        |pegdm6_beta1|
                |androm9     |e2m6        |q1dm17      |
                |baldm3      |e3m1        |q1edge      |
                |base32b     |e3m4        |q3dm6qw     |
                |bsp         |e3m5        |rocket      |
                |castle      |e3m6        |sofdm1      |
                |cmt1        |e4m2        |sofdm3      |
                |cmt3        |e4m4        |suburban    |
                |cmt4        |e4m5        |terror      |
                |cmt5b       |e4m6        |toilet4     |
                |crdm2       |e4m7        |ukcldm1     |
                |croctear    |e4m8        |ukcldm2     |
                |damaul7     |efdm12      |ukcldm3     |
                |dazdm12     |fragtwn2    |ukcldm4     |
                |death32c    |fragtwn6    |ukpak1      |
                |dranzdm6    |fragtwn7    |ukpak3      |
                |dranzdm7    |gmdm1       |ukpak4      |
                |e2m1        |hipdm1      |ukpak7      |
                |e2m2        |kikdm3      |xmasfun     |
                |e2m3        |klzinsanity |zerdm2      |
                |e2m4        |omdm1       |            |
                +------------+------------+------------+

                Comment


                • #23
                  Originally posted by Baker View Post
                  Add:
                  ...
                  Something that might be interesting to try someday is Versus Coop! Where the red team of players is trying to "win" wants to beat the blue at finishing the map.
                  ...

                  Monsters VS Humans CoOP
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                  Comment


                  • #24
                    Originally posted by Zop View Post
                    {Should} death sounds still going to be heard throughout the level?
                    at least have a server option. I personally have removed this from all my MP mods. Shh dont tell!

                    Originally posted by Zop View Post
                    An option to have the server pick a random map, or do size-based selection like RQ.
                    sub-feature #1

                    Originally posted by Zop View Post
                    Possibly addressed in QIP:
                    When you land on a player, you can just barely move to slide off.
                    Yes, this is fixed.

                    Originally posted by Zop View Post
                    A player that joins during intermission won't see scoreboard. (Vanilla quake just causes nextlevel to start.)
                    fixed by SlotZero

                    Originally posted by Zop View Post
                    Becoming stuck in a waterjump (famously known in dm5). I have a fix, and it uses a player's .mangle to check for a nonchanging origin.
                    Hmmm dunno about this one, ( I dont play dm5 -- netdoor went offline )

                    Originally posted by Zop View Post
                    Regenerating exploding boxes in dm?
                    Hmm optional, based on mod preference???

                    Originally posted by Zop View Post
                    Removing exit wall brushes?
                    void() trigger_changelevel =
                    {
                    remove(self);
                    };



                    Last edited by R00k; 11-26-2008, 12:07 PM.
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                    Comment


                    • #25
                      hmm all these features are in runequake already.. why not just use runequake as a base mod (well maybe without the runes )

                      Comment


                      • #26
                        Originally posted by Zop View Post
                        Becoming stuck in a waterjump (famously known in dm5). I have a fix, and it uses a player's .mangle to check for a nonchanging origin.
                        Ok, now I remember what this is. When you jump out of the water and while not holding the jump button you just cycle jumping in/out of the water automatically. So here's a simple QuakeC fix for that (the server code removes the FL_WATERJUMP bit automatically btw)

                        Code:
                        void() CheckWaterJump =
                        {
                        	local vector start, end;
                        
                        	// check for a jump-out-of-water
                        	makevectors (self.angles);
                        	start = self.origin;
                        	start_z = start_z + 8;
                        	v_forward_z = 0;
                        	normalize(v_forward);
                        	end = start + v_forward*24;
                        	traceline (start, end, TRUE, self);
                        	if (trace_fraction < 1)
                        	{	// solid at waist
                        		start_z = start_z + self.maxs_z - 8;
                        		end = start + v_forward*24;
                        		self.movedir = trace_plane_normal * -50;
                        		traceline (start, end, TRUE, self);
                        		if ((trace_fraction == 1) && (!(self.flags & FL_JUMPRELEASED)))//<------R00k added this here!!!
                        		{	// open at eye level
                        			self.flags = self.flags | FL_WATERJUMP;
                        			self.velocity_z = 225;
                        			self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
                        			self.teleport_time = time + 2;	// safety net
                        			return;
                        		}
                        	}
                        };
                        Edit: I'm not sure why this (self.flags = self.flags - (self.flags & FL_JUMPRELEASED) ) is needed here but I left it in anyways....

                        Peg:
                        I think Baker is talking about a progs.dat that can run on DarkPlaces etc without needing QCCx internal offset hacks.
                        Last edited by R00k; 11-26-2008, 12:10 PM.
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                        Comment


                        • #27
                          Originally posted by =peg= View Post
                          hmm all these features are in runequake already.. why not just use runequake as a base mod (well maybe without the runes )
                          Designing quality mod construction requires one know the mod inside and out. RQ is as bug-free as any mod has ever achieved. [It may not have any, Slot Zero has been finessing it for 8 years and his knowledge level is exceedingly high.]

                          But rather complex and at times unintuitive to someone who may know QuakeC. The flow is altered, so some things can be hard to track down.

                          Plus it has excessive features in the sense it would require a lot of work pulling out some things that aren't wanted.

                          The mod itself is an absolute masterpiece.
                          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                          Comment


                          • #28
                            The waterjump bug (on dm5) is near the pent. If you try to leave too far to the right, you will hit the ceiling and become stuck for a couple seconds. The FL_WATERJUMP flag is used by the engine to 'push' the client in its current .movedir (set by quakec before the flag is set).

                            At the end of WaterMove () function, use this instead of the if + frametime lines:

                            Code:
                            	if (self.flags & FL_WATERJUMP)
                            	{
                            		if (self.mangle == self.origin) self.flags = self.flags - FL_WATERJUMP;
                            		self.mangle = self.origin;
                            	}
                            	else
                            		self.velocity = self.velocity - 0.8 * self.waterlevel * frametime * self.velocity;
                            This code requires that the mod doesn't use a client's .mangle field for something else, which it normally doesn't.

                            Comment


                            • #29
                              Ack! nice! this also happens on e1m2 from water to rl eek!!!! nice fix Z-man!!!
                              Last edited by R00k; 12-01-2008, 10:14 AM.
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                              Comment


                              • #30
                                Originally posted by R00k View Post
                                Ack! nice! this also happens on e1m2 from water to rl eek!!!! nice fix Z-man!!!
                                o_O indeed

                                thanks for the fixes.
                                Scout's Journey
                                Rune of Earth Magic

                                Comment

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