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  • which is really useful for beginners like me.
    bwaaaahahahahaha - ya "beginners" like you. Who would that be? Smith? Xolve? Me?
    http://www.nextgenquake.com

    Comment


    • Thanks for info Spike and Seven. This is great to know, I had no idea you could do this, and will be very useful in the future. I'm really trying to shy away from anything that may cause problems in cross-engine support (obviously I've already broken FitzQuake limits). My baseline is QuakeSpasm. Nothing too fancy in that engine, it's faithful, and chances are that if it will handle the extra load from the mod, other comparable engines and advanced engines likely will...that's my reasoning at any rate. By all means, correct me if I infer to something incorrect.

      I'm trying out the .scale function tonight. My models are situated above the x-y plane (the floor), so according to Spike I should have no problems with engine support. Question: if an engine does not support it, will this command be overlooked by the engine, in which case the model is defaulted to size read from the .mdl file, or could this potentially crash an engine? At the moment, playing around with other engines is something I can't fully focus on because the project becomes a jumbled mess and I lose track. Once I reach a certain point, I have a decent sized list of engines to test on. FTE is on the list as well, I've been dying to check your engine out Spike, and I really don't anticipate any problems.

      What I'm doing right now is coding in the new ammo types. Everything is going smooth so far, I am about to inject the new ammo values into the client parm list. Based on what I've read online, parms 10 - 16 are up for grabs. I know there's a couple tricks to open up more, like re-classifying armor value through Client Connect or something and combining other parms, but I only need 3 or 4 so this doesn't need to be done.

      bwaaaahahahahaha - ya "beginners" like you. Who would that be? Smith? Xolve? Me?
      What he said. If you're a beginner Seven, and you're giving me pro advice, what does that make me?


      EDIT: As some of you seasoned coders probably anticipated, I hit a brick wall adding the new items. Don't worry, I did my homework before running back here crying "HELP." I'll cut to the chase. I'm adding three new ammunition items (not placeable entities, these are the IT_XXX float values for use in code...mainly in the W_SetCurrentAmmo function). The integer value associated with each item cannot exceed 16777215, or you get some totally unexpected results (basically removes all items from player's inventory when an illegit integer is called, i.e. any integer > 16777215).

      Using the IT_EXTRA_WEAPON and redefining the useless IT_SUPERHEALTH took care of 2 of them. I'm trying to find a way around for the 3rd. I'm digging through the internet right now to figure this out, but I thought it couldn't hurt to throw this up in case someone has dealt with this before and has an answer.
      Last edited by Dutch; 03-21-2014, 02:39 AM.
      'Replacement Player Models' Project

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      • you don't need IT_AMMO stuff as the only thing it affects is the hud, and it won't recognise custom ones anyway.
        if you're going to make your own hud in csqc then you could use various combinations of IT_SHELLS|IT_CELLS or something to mean some specific sort of ammo, but frankly its easier to just read the current weapon and display the ammo type based upon that instead. this would of course free up four IT_ values for other weapons...
        IT_AXE isn't special either. you could redefine it as IT_SHOTGUN|IT_SUPER_SHOTGUN and the player will always 'have' it (thanks to the shotgun bit), and it won't be mistaken for the shotgun either. hurrah for hacks. or you can redefine it to 0 and change the code to check if its owned to cope with that.
        Some Game Thing

        Comment


        • Originally posted by Spike View Post
          you don't need IT_AMMO stuff as the only thing it affects is the hud, and it won't recognise custom ones anyway.
          <facepalm> Dammit that's easy and totally obvious. I even recognized that for the other items, like the Quad, only the blue screen and icons are affected...I should've made that connection with the ammo. Ok awesome, thanks man!

          but frankly its easier to just read the current weapon and display the ammo type based upon that instead. this would of course free up four IT_ values for other weapons...
          Yes I would like to just deal with all icons in csqc. so with the old ammo floats gone, and the superhealth and extra_weapon slot, I would have six open floats. and if I need to, I'll check into the axe trick you mentioned. Depends how creative I get with new items.

          Thanks again.
          'Replacement Player Models' Project

          Comment


          • What he said. If you're a beginner Seven, and you're giving me pro advice, what does that make me?

            Prenatal?

            ---

            I see you working your behind off on this, and I respect the hell out of that. I just wanted you to know that. GJ!

            ---
            <facepalm>
            That's poorly structured xml. <facepalm /> or <facepalm></facepalm>. It really depends on the DOCTYPE. I just know you were dying to know this. Just be glad I didn't turn it into a complete tutorial ... cause I totally would.
            Last edited by MadGypsy; 03-21-2014, 05:24 PM.
            http://www.nextgenquake.com

            Comment


            • clearly that is a standard html tag, and any html rendering engine will happily display an unclosed tag.

              it just means your entire page is facepalm.
              Also the decision to require that space for html4 and xml was retarded, and last I checked nobody cares. Most sites dont validate anyways
              Gnounc's Project Graveyard Gnounc's git repo

              Comment


              • Originally posted by MadGypsy
                Prenatal?
                Yeah that'll work

                I see you working your behind off on this, and I respect the hell out of that. I just wanted you to know that. GJ!
                Thanks buddy! Everyday I get a little closer to the end goal. Not that it's a race or a chore, I'm having a lot of fun learning this stuff.

                That's poorly structured xml. <facepalm /> or <facepalm></facepalm>. It really depends on the DOCTYPE. I just know you were dying to know this. Just be glad I didn't turn it into a complete tutorial ... cause I totally would.
                Dammit gypsy lol. Decent amount of QC, very minimal Basic, and some MATLAB is all the programming I know! And I can tell you right now the only one I enjoy learning is QC.

                Originally posted by gnounc
                it just means your entire page is facepalm.
                That actually seems pretty fitting. It was an epic facepalm. Literally. Like Homer Simpson "Doh!" or Jeff Foxworthy "Here's your sign." Lol.

                EDIT: I'm going to be taking off for a week, so I won't be getting a whole lot done. I'm taking my laptop with Blender though, so hopefully I can fit in some modeling on my spare time.
                'Replacement Player Models' Project

                Comment


                • clearly that is a standard html tag, and any html rendering engine will happily display an unclosed tag.

                  it just means your entire page is facepalm.
                  Also the decision to require that space for html4 and xml was retarded, and last I checked nobody cares. Most sites dont validate anyways
                  You are correct but if it was used as pure xml (like a config file or something) it would crash with an error similar to "Your xml is malformed". This goes for .pls, .xml, .ent or any other pure xml file that uses the xml version tag.

                  possible
                  Code:
                  <!doctype html>
                  <facepalm>
                  impossible
                  Code:
                  <?xml version="1.0" encoding="UTF-8"?> 
                  <facepalm>
                  Also the decision to require that space for html4 and xml was retarded
                  I disagree with it being retarded. Consider this and also consider that this is one node in ?hundreds.

                  <folder name="audio" loc="files/media/" />

                  oops
                  <folder name="audio" loc="files/media/> - good luck finding this easily in a list of many of these where you didn't space the close tag symbol.

                  --

                  And I can tell you right now the only one I enjoy learning is QC.
                  Do you have the reference manual (right click/ save target).

                  There is also this

                  And if you want to go on a QC adventure, you can try this. That was my entire method for learning QC. Everyone is different so I can only speak for myself, but my method had me figuring out the ins and outs very quickly. Actually, I started this method by ripping mods out of (a much earlier version of) SMC. If memory serves me well, the very first thing I ever did was rip kickable gibs out of the SMC.

                  This method allowed me to isolate all the related code, well, instantly. I got the idea when I wanted to slosh Rogue, Hipnotic and Regular Quake together (I was new...lol). To make a short story longer - someone here (probably rook or spike) told me I would need to understand the scope of all the code to pull it off.. Basically I would have to eliminate overlap and conflicts. I figured the easiect way to do this would be to find some way to use a robust search feature that would show me everywhere that something appears - this method was born from that.
                  Last edited by MadGypsy; 03-22-2014, 06:28 AM.
                  http://www.nextgenquake.com

                  Comment


                  • Originally posted by MadGypsy View Post

                    <folder name="audio" loc="files/media/> - good luck finding this easily in a list of many of these where you didn't space the close tag symbol.
                    That's what syntax highlighting is for
                    Gnounc's Project Graveyard Gnounc's git repo

                    Comment


                    • Nice gypsy, that was a good tutorial. I often go back through the code to locate functions previously in use to understand them, but never to that scope. That's a good idea.

                      That QuakeC reference manual has saved my ass several times!

                      I swear by NotePad++. I actually found that on my own and was pleased to see so many coders recommending it. Back before I started the mod I knew that WordPad just wasn't going to cut it lol.

                      Just out of curiosity...how did your mod blending the mission packs go?? Four months ago when I was starting off coding, I would have thought "hey, an easy cut and paste mod." Now I know that would likely be a bitch and half lol (I've never played or read through the mission pack code...just never got around to it I guess).
                      'Replacement Player Models' Project

                      Comment


                      • notepad++ is perfect for toying around with QC imo,
                        especially if you set the 'language' to Objective-C which makes notepad++ color everything appropriately which makes it a lot easier to read

                        .

                        always use notepad++ myself too for modifying QC.
                        dunno much about it but i can do a couple simple modifications.

                        like making the SNG fire at a twice as fast rate with same damage per nail as the NG and using only 1nail per shot,
                        making it to a twice-as-fast firing NG instead of same speed as NG but double damage.

                        it changes nothing gameplay-wise but it makes the SNG feel so much more awesome <3
                        .
                        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


                        • I don't know about awesome... doesn't it makes it impossible, to gib monsters with Quad SNG ?
                          Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.

                          Comment


                          • yeah it does... since gibbing requires enemies to reach -60health.
                            and normally sng does 18damage per nail... 18x4 = 72 equals gibbing

                            with my mod each nail does same damage as from nailgun which is 9.
                            9x4=36 equals no gibbing with quad

                            but the doubled firing-speed makes the weapon feel like an actual SUPER-nailgun
                            Last edited by talisa; 03-23-2014, 06:45 AM.
                            .
                            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


                            • It's -40 for half of the enemies, most of the bigger baddies have it 80, or 90, shambler has 60, but explosions do half damage on him.
                              For best of both worlds, you could have Quad powered SNG behave like the original, and keep modded regular.
                              Quake HD: Embrace the decline and have some guilty pleasure with it, or join a club for monocled gentlemen at quaddicted and play Quake the way it's meant to be played.

                              Comment


                              • eh.... to much work cuz you'd have to define yet another function which the SNG will call when quad is active which will be triggered instead while quad is active,
                                which is to much work just for the sake of being able to gib enemies with SNG when quad is active....

                                its fun to gib with SNG with quad, but not worth the effort of the modifications required
                                Last edited by talisa; 03-23-2014, 08:27 AM.
                                .
                                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

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