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  • Ok, quick update. I'll start by saying that what's featured in the below video is still work-in-progress. No player animation frames or weaponframes (other than the default one) have been made/coded in yet. Secondly, this shitty single room map is a testing ground, nothing more and nothing less.

    I've completely overhauled the weapons and weapon system, including new models, functions, and a custom crosshair reticle for each weapon.

    Players now have 3 weapon slots: two of them will hold a medium or large weapon and the third will hold a sidearm (pistol). Players start with an assault rifle and a pistol (haven't made the pistol yet). Picking up another weapon will fill the second slot. After that, picking up a weapon will swap the currently equipped weapon and drop it on the ground. Additionally, when a player dies, he will drop his equipped weapon with all his ammo for that weapon, meaning no more backpack drops.

    A little about the weapons. Each weapon has a slew of functions governing them, so much that each weapon has it's own QC file. Every weapon will have an Alternative Function (called by an impulse command). These are in the works.

    MD86 .300 BLK 'Stinger' Assault Rifle: This is the default firearm that players always start with upon spawning, along with 180 rounds (or 3 magazines). The Stinger has a high rate of fire, but the longer a player holds the fire button, the less accurate it becomes because of recoil (the punchangle also increases exponentially, making the player's viewpoint erratic and hard to see). This balances the rifle's awesome firepower, and encourages players to fire in short, controlled bursts. Player position also affects accuracy: a player that is standing will not shoot as accurately as a player who is crouching, and a player in crouch will not shoot as accurately as a player in prone (laying down). Additionally, moving while firing further decreases accuracy, regardless of player position. The Stinger's Alt Function is a laser (still to be coded in) that is red by default, but turns green if it detects a life form at the end of it's traceline. Useful for scanning dark rooms without calling attention to yourself (monsters won't recognize a laser like they will a flashlight).

    MD2 10-gauge 'Condor' Shotgun: The Condor (previously called the Talon if you were keeping up to speed with the mod) is the most powerful short-range weapon in RiftQuake's arsenal. One close-range shot deals over 100 hit points in damage, but is terribly inaccurate beyond 20 yards or so. Good for tight hallways, but not recommended for open areas of combat. It is a pump action (like I said, the video won't show this yet as no weapon frames have been made) with a rate of fire of 0.9 seconds. It has an elliptical choke, focusing the pellet spread slightly sideways to fan out the buckshot. It's Alt Function is a high-beam flashlight (yet to be coded) that will light up dark spots but also alert monsters.

    FLT2 'Tenderizer' Flak Cannon: The Tenderizer hasn't changed much in function but got a serious model overhaul, as well as a more unique but still slightly randomized nail launch pattern, as well as extra damage. It has a fairly high rate of fire, but is almost as deadly to the user as to the enemy, as all nails have a high chance of ricocheting up to two times. Each shot consumes 8 nails, unless the user fires in Alt Function mode, where only one nail will fire at a time in rapid fire (still to be coded), but with more accuracy (much like vanilla Quake's Super Nail Gun).

    All weapons will have a melee function. Also, if you noticed, each custom crosshair reflects the accuracy and shot pattern of their respective weapons.

    Here's a quick video of the weapons and the weapon system at work so far. Remember, everything's still WIP.

    EDIT: Also want to add that weapons only rotate above the ground in deathmatch. In coop and SP, they rest flat on the ground, and do not disappear if dropped, allowing players to come back for them if they decide later to swap weapons and/or need the ammo. In MP, dropped weapons also lay on the ground, but disappear after 30 seconds.

    [ame=http://www.youtube.com/watch?v=G4Cwnthz6zw&feature=player_detailpage]RiftQuake Weapons[/ame]
    Last edited by Dutch; 06-04-2014, 04:21 AM.
    'Replacement Player Models' Project

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    • its lookin good!
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      • very cool dutch

        the flak-cannon reminds me a lot of the one in kleshik-mod,
        which also shoots multiple projectiles which ricochet around and can hurt the player

        custom crosshairs for each weapon is a nice idea
        .
        are you curious about what all there is out there in terms of HD content for quake?
        > then make sure to check out my 'definitive' HD replacement content thread! <
        everything that is out there for quake and both mission-packs, compiled into one massive thread

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        • Nice.

          Looks cool.
          Make no mistakes here... I'm not a mere madman... I'm a realist!

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          • Thanks guys! Think I'm gonna focus on the Alt Functions tonight if I have time.
            'Replacement Player Models' Project

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            • What... you can't throw copies of the gun that explode like grenades when the magazine is empty while still magically having the gun and a fresh magazine?! Daaang brah you need to get with it. That shit is all the rage in Borderlands 2. lol

              You should make it to where if you get hit by a ricochet you have a small percentage of absorbing the bullet and it magically ending up back in your gun. Borderlands 2 is retarded.

              On a real note, good job! I watched the video before I read your post and I noticed the ricochet. I liked it.
              http://www.nextgenquake.com

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              • You should make it to where if you get hit by a ricochet you have a small percentage of absorbing the bullet and it magically ending up back in your gun. Borderlands 2 is retarded.
                Haha. The bullet has a small chance of re-indexing correctly, sliding back up the barrel, and adding one to the ammo count. Does that seriously happen in that game? I'll steer clear of it then.

                Thanks man!
                'Replacement Player Models' Project

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                • It only happens if you have the proper shield and the "throw an exploding copy" thing only happens with a certain brand name of gun.
                  http://www.nextgenquake.com

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                  • Originally posted by MadGypsy View Post
                    It only happens if you have the proper shield and the "throw an exploding copy" thing only happens with a certain brand name of gun.
                    Sounds pretty stupid. Lol. I'm not a huge stickler for realism in a game (Quake's physics are great, for example), but there's some things that are just too ridiculous.

                    On a side note, I'm looking to add side-step and backpedal animations to the player model, and eventually enemies. What's the best way of reading this?

                    A couple ideas I have: If I read the player's angular vectors in movement, this could determine the correct animation. So for example, if the player is only moving forward, then the normal forward running animation plays, so on and so forth. Problem is correctly reading the velocity vectors in relation to player movement. I have to play with this.

                    The other method (which I think Q3 uses) is to read the client's command input. If the button that induces forward movement is pressed (like the right mouse key) and no other side-stepping buttons are pressed, then the forward running animation is played. Problem there is I need to learn how to tie client inputs into keyed values, which I know can be done in DP and FTE.

                    Stuff to play with. I'm gonna keep doing my homework, but any advice is mucho appreciated.
                    'Replacement Player Models' Project

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                    • Hello Dutch,

                      If you start thinking about additional strafing animation for the player, you should consider the shooting+running animation too.
                      And once you decided to add the shooting+running you will quickly see that a split player model is the best approach for that.
                      Having split the player, the strafing animation will be then done a lot easier, as it only affects the legs. And you can play shooting animations without having to worry to interefere/interrupt with running/jumping animations for the legs.

                      Fortunately you are focusing on FTE + DP, so you will need to use their extensions for this.

                      Nevertheless, there is always Armagon (from mission pack 1), that comes to my mind when thinking about this topic. He was as far as I know the first monster/model to use this splitted model technique with vanilla code. It did it quite good.

                      Best of luck.

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                      • use skeletal models, csqc, and skel_build. this will give you separate control over the torso and legs without weird glitchy holes that don't twist properly at the waist.
                        its a huge pain to use though, what with needing to send a whole load of info over to csqc then to reimplement prediction because of it. it is the ideal method to use however, just horribly complex. If only people were not too lazy to write some decent example code for this junk.

                        or you can use setattachment and glue a torso model to a legs model, animate both separately in ssqc, and laugh at anyone that points out that models coming apart at the waist looks stupid. frankly, laughing at people is always the easiest solution.
                        Some Game Thing

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                        • Thanks for the tips guys. I thought about using two separate models but was hesitant because of the amount of work, but I think I need to just jump in and get it done, it bothers me not having sensible animations.

                          To determine the direction of leg movement (forward, backpedaling, sidestep), is there an effective way of using makevectors(self.v_angle) and checking self.movedir or self.velocity against angle directions of v_forward and v_right? I suspect this would be done client side, or by reading the clients command input for movement. I'll start reading some more on it when I get off work.
                          'Replacement Player Models' Project

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                          • you could ask nahuel for how to do this

                            he's once made a soldier which used skeletal animation and a split upper- and lower-body
                            so that they could be animated seperately and the soldier would actually look at you and have his weapon aimed right at you at all times
                            http://quakeone.com/forums/quake-mod...aces-only.html

                            he also included the QC-source with his mod, so that you could look at how he's done it
                            .
                            are you curious about what all there is out there in terms of HD content for quake?
                            > then make sure to check out my 'definitive' HD replacement content thread! <
                            everything that is out there for quake and both mission-packs, compiled into one massive thread

                            Comment


                            • @ - "If only people were not too lazy to write some decent example code for this junk."

                              Do it up, man. You seem to fully grasp exactly what needs to be done. That's the kind of code that can go a real long way in helping people get off the ground. Do you need a rigged model or something? I have such things hanging out on my old system. I'd be more than happy to give them to you if it meant having something a little more solid to work with for bone codes.

                              I would have written a tutorial on it long ago if I had any clue how the shit worked.
                              http://www.nextgenquake.com

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                              • vector*vector = dotproduct
                                technically, the result is x1*x2+y1*y2+z1*z2.
                                this means that for axial values, it just pulls the value out, for instance x1=1,y1=0,z1=0 basically just returns x2. while x1=-1 returns -x2. in other words, if you use one vector as a normalised direction, the result is the distance the other vector is within that axis. this works for *any* direction, even non-axial ones.
                                so...
                                forwardspeed = v_forward * self.velocity;
                                sidespeed = v_right * self.velocity;

                                distancemoved = self.origin - selforiginfromlastframe;
                                selforiginfromlastframe = self.origin;
                                distancemovedforward = v_forward * distancemoved;
                                distancemovedright = v_right * distancemoved;
                                distancemovedup = v_up * distancemoved;

                                simple really.
                                compensate for speeds as desired too.

                                note that for some things you may want to use the player's desired movement values instead of their current velocity (in ssqc, the desired values is the .movement field, in csqc this is more commonly the input_movevalues global, but note that this is specific to the local player). depends wether you blend multiple leg animations together or if you twist the legs and only have forwards+back animations.

                                the real problem is basically that animation code is really quite specific to the set of animations you have available, and there are many different ways to actually do it. on top of that, you tend to need to modify ssqc a bit too. it cannot easily be tutorialised as it were, which is why I'm too lazy to bother. base mods are probably the way to go, but the problem there is that few people would choose to use an 'overcomplicated' mod that extensively depends upon 'extraneous' features like csqc. :s
                                if it ain't trivial to drop into vanilla, it ain't interesting. maybe I'm just being excessively paranoid. mneh.
                                Some Game Thing

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