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MP2 Fix for DarkPlaces - Plasma Launcher Not Firing Properly - UPDATED!!!

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  • #16
    sup OoPpEe

    sweet...its working and looks far more realistic.


    have to do a new version of the bfg as plasma now with flashes

    also it would be nice if the doors kick open on fire.

    old version of the bfg and five screens




    thanks alot OoPpEe
    Last edited by seanstar; 03-15-2011, 04:38 PM.

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    • #17
      Looks awesome Seanstar
      I've been actually been running a few ideas on a projectile replacement for the Plasmagun as now it's the only projectile that NEEDS a improvement. The scrag and knight's projectile attacks don't need them due (yet) due to Seven's effectinfo.txt but the current state of the Plasma projectile is....ew... lol
      I'm thinking something similar to the Dark Matter projectile from Quake 4. Thinking of doing a direct port of it to see how that works - then after do my own.

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      • #18
        sup

        what a great idea for the plasma bomb...i cant find it location though, whats the pak/folder in quake4?


        regards


        Sean

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        • #19
          In the "gfx/effects/weapons/darkmatter" part
          The textures are in pak001

          The model itself, I will have to look for. However using it would be useless as the projectile itself animates differently (rotates in a 360 sense instead of rotating on 1 axis like the Q4 Projectile).

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          • #20


            What I have thus far. I do need to fix the outer layers though.
            Attached Files

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            • #21
              OoPpEe

              wow, that looks so high def...this is exactly the kind of skin/shader i was just trying to make.

              good job.

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              • #22
                Check your email. I sent it to you about 3.5hrs ago

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                • #23
                  wow

                  its so sharp ingame...this is really nice work.



                  this is what im talking about


                  thanks OoPpEe

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                  • #24
                    Version 3 ready - projectile position when fired fix by Seven (Think original nailgun when you fire at the sky)

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                    • #25
                      Fixed another possible "bug" - one I've always considered to be one but looking at the code - it was a choice they made that didn't make sense to me.

                      The Multi-Grenade.
                      Fire it, it explodes and bursts into clusters.
                      However if you hit a target directly, does a simple single explosion that's equal to one of the SINGLE clusters. WTF? Happened to the others or if that isn't a concern - why didn't they increase the damage (making it equal to all the cluster explosions together)?

                      Well I went the route of making them still pop out the clusters on impact. So still does the little explosion, but then the clusters fall down.

                      Here's the old code:
                      //================================
                      void() MultiGrenadeTouch =
                      {
                      if (other == self.owner)
                      return; // don't explode on owner
                      if (other.takedamage == DAMAGE_AIM)
                      {
                      if (self.classname == "MiniGrenade")
                      MiniGrenadeExplode();
                      else
                      {
                      if (self.owner.classname == "player")
                      GrenadeExplode();
                      else
                      MiniGrenadeExplode();
                      }
                      return;
                      }
                      // bounce sound
                      sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);
                      if (self.velocity == '0 0 0')
                      self.avelocity = '0 0 0';
                      };

                      Now replace it with:

                      //================================
                      void() MultiGrenadeTouch =
                      {
                      if (other == self.owner)
                      return; // don't explode on owner
                      if (other.takedamage == DAMAGE_AIM)
                      {
                      if (self.classname == "MiniGrenade")
                      MiniGrenadeExplode();
                      else
                      { /*ooppee multi-grenade - so the multi-grenade when it hits a enemy just blows up without a cluster. WTF? Time to fix that! Lets edit out this stuff here.
                      if (self.owner.classname == "player")
                      GrenadeExplode();
                      else
                      MiniGrenadeExplode(); */
                      MultiGrenadeExplode(); //ooppee multi-grenade - so this calls the cluster command
                      }
                      return;
                      }
                      // bounce sound
                      sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);
                      if (self.velocity == '0 0 0')
                      self.avelocity = '0 0 0';
                      };

                      This is in the mult_wpn.qc
                      I haven't compiled this into a progs.dat as I wanted this release to be a universal fix which DOESN'T change any gameplay. This change does change it. I will make a compiled version if there's more "for it" than "against it"

                      Now due to the angles they come out at - only 3 clusters will actually be seen out of the 5. The other 2 actually blow up immediately. Which is good, some of the clusters should blow up immediately when it's a direct impact on a target.

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