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  • #61
    This was the easier of the two ideas I had for animating it. The other is the very one you mentioned here. Its fairly easy in Q3, but dp's shader support is limited in a way I need to work around to accomplish what I want. It may be something you won't be able to use on you existing bsp models though.

    Originally posted by Cobalt View Post
    If you could make some effect like that where its like simulated energy flow, sort of like in TRON....I bet that would look neat.

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    • #62
      Then I guess it means recompiling the maps to reflect the new tex? But remember, with the pads I plan to get new ones compiled that will be their own bsp, so it ought not matter. But for the other tex you are doing for the base maps, yea I guess. In a way some stuff Im seeing winds up meaning recompiling the maps anyhow...the first problem being the solid skies which is fixed with any newer Quake compiler > 1996 I believe. Other stuff I have flirted with like varying the waterlevels on maps like e1m3 and e2m2 wind up being done better when recompiled too.



      Originally posted by xaGe View Post
      This was the easier of the two ideas I had for animating it. The other is the very one you mentioned here. Its fairly easy in Q3, but dp's shader support is limited in a way I need to work around to accomplish what I want. It may be something you won't be able to use on you existing bsp models though.

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      • #63
        Ok new vid up, demo of the player swim model working in the mod, plus some other stuff...

        http://youtu.be/_kAxb0Pkz3M

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        • #64
          Looks good!

          Also how does this look for a 10min job?



          A little better than this I hope?:



          Its based off of Moondrunk's charset_id4. I experimented trying to give it a sort of old skool scanline/crt look to it. If its something that floats your boat let me know how you want it and I can change it and clean it up a bit.
          Last edited by xaGe; 02-04-2015, 09:01 PM.

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          • #65
            Thats real good Xage! Im using it on the TBC site as the new logo. Thanks!!

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            • #66
              Any time brotha! Glad to help. It actually does fit into your site pretty well.

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              • #67
                Just a heads up for those interested , q1n and I have a scheduled test for Thurday (today) on the experimental Tekbot server 4PM Pacific / 7PM EST. Full instructions with impulses for binds and connect instructions at www.tekbotctf.com/instructions.txt

                Feel free to come by, and post feedback and or comments, point out bugs etc.

                This likely will be a recurring event every Thursday for testing the mod. Thanks.

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                • #68
                  I tried the mod, and I had a few problems. First, the grappling hook chain was a bunch of empty models (you know, rainbow bicones). Second, although there is an instructions txt, there is no default cfg file with suggestions for which keys should be bound to the new settings. Third, a bunch of the explosive and health box models were sideways, which made things very confusing. Other than that, it looks good.

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                  • #69
                    Hey , thanks...Im surprised anyone on this site tried it, its been pretty dead here and I was tempted to not even post the news anymore.

                    The issue with the missing chain models, maybe you can explain where the pk3 files wound up ? Did you DL them manually via a web link or did you just stay connected while they DL ? Usually if one model is empty, and its a pk3 issue more than one model would be missing as well.

                    On the cfg file, I use to have a command, something like "autobind" where it would bind all the special keys for you and then tell you what they were bound to , but I deleted the code because no one used it and I thought maybe it would mess up keys that players already bound other things for.

                    I also have a config posted on the site at: http://www.tekbotctf.com/config.txt

                    ....but its my own personal one and is outdated. So I will update it later and also update the instructions.txt file to point to it as well and also add comments.

                    Sideways exploboxes? Sounds like you were on e1m7. I have them on that map more or less as blockades because the base for blue team on that side of the map is sore of hard to defend, while the red base is in a remote location that John Romero, who originally made the map, had stored Shamblers and other monsters that telefrag above the Cthon when the level is completed.

                    The health boxes standing on their sides, is a new thing I was experimenting with, and it happens randomly each map load.

                    Oh and also last night was pretty much successful though it was only myself plus 2-3 others...we did get a new player by the name of "progs/h_ogre.mdl" who obviously didnt read the instructions, would not respond to our chats and didnt bind a key for sprinting or the grapple hook -

                    This will be a recurring event every Thursday, same time on the server. We also have a live voice and (optional) video chat going on during the testing and playing at : [ https://appear.in/quakeONEnetwork ]

                    Im still not sure if posting a reference to q1n here will earn me a ban, but participating in it is definitely helping me stick with and keep interest in evolving my mod, and now hopefully on a weekly basis.

                    Originally posted by Mirrorman95 View Post
                    I tried the mod, and I had a few problems. First, the grappling hook chain was a bunch of empty models (you know, rainbow bicones). Second, although there is an instructions txt, there is no default cfg file with suggestions for which keys should be bound to the new settings. Third, a bunch of the explosive and health box models were sideways, which made things very confusing. Other than that, it looks good.
                    Last edited by Cobalt; 05-01-2015, 10:03 AM.

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                    • #70
                      No, a thread about a mod won't earn you a ban here. You're posting interesting content about your mod as far as I see and your QIN link doesn't qualify as link-spamming in this context since it's actually used to test the mod, which is a good thing rather than a bad one.
                      Scout's Journey
                      Rune of Earth Magic

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                      • #71
                        progs/h_ogre.mdl was me. I didn't respond to chats because I don't usually play Quake 1 multiplayer, and I was just trying to try out the updated server you've advertised here in between my busy college work schedule. I figured out from what was said in the chat that those commands did those things, so I set myself to autosprint once and just told the console to perform my last command whenever I needed to grapple because I wasn't quite sure how to bind keys using the console. csprogs.dat.48408.41711 and tekbotctf-day105_2015.pk3 ended up in the id1/dlcache as a result of inputting connect tekbotctf.com:26111 to the console of the latest Mac Darkplaces build. I found it irritating that the number of jumps was limited by the stamina bar, although I got over it when I realized I could rocket and boomstick jump ad infinitum. I hadn't really read the instructions before joining the server, but I think I understand it now.

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                        • #72
                          yea that was an original name u picked for sure. I thought it was maybe a engine developer or qc programmer from IRC #qc chat or something...heh.

                          For general chat you press "T" to talk, and "y" for team chat.

                          I did post the new config.txt over on the tekbot home page which you can more or less copy n paste and save as your tekbot.cfg if so desired, it will autobind shift to the sprint etc, as per the file details etc. But you can of course edit it as you see fir to bind other keys that you prefer.

                          Yes, the grapple and also jumping uses sprint bar energy, however the sprint level recharges based on your health. so if you have a megahealth you will gain it back faster. Also if your health falls <= 8 , I beleive you can no longer sprint no matter the level, and also if you happen to be in some water at feet or waste level, you can see the player "limp" and sort of drag while moving, until la health is picked up. Additionally, I recently put a "creep" or "stalk" mode type of moving, where you move slower than walking by holding down the jump button. This mode wont generate any footstep sounds, I believe RTCW/ Enemy Territory had this mode originally, so I thought it would be neat to see it in Quake 1.

                          Yes, originally there was a RJ factor (Rocket Jump) coded into the original CTFBOT+ mod, which is what my mod is based from, but I merely hard coded it to the lower value so that you can still RJ, but there is still a health cost.

                          Also you might notice you can "fall down" if you drop off a ledge from high up. Shooting the RL or ssg as you fall will soften your landing gradually so you can take no damage and not fall down, and I have seen some people withthe haste rune more or less float in the air bu doing this, which looks kinda silly, and I will have to tweak that kickback code a bit to prevent it from being abused, but overall its nearly matching what real physics would do.

                          Thanks again for testing, and anytime you want come by and post feedback or drop in feel free. Thursdays looks like they will be the recurring time for a while so hopefully we can get a regular thing going.

                          The csprogs.dat , yes always it gets dropped into the dlcache folder, as will any other files in pk3 format that you connect to for Darkplaces to play the specific mod.

                          Originally posted by Mirrorman95 View Post
                          progs/h_ogre.mdl was me. I didn't respond to chats because I don't usually play Quake 1 multiplayer, and I was just trying to try out the updated server you've advertised here in between my busy college work schedule. I figured out from what was said in the chat that those commands did those things, so I set myself to autosprint once and just told the console to perform my last command whenever I needed to grapple because I wasn't quite sure how to bind keys using the console. csprogs.dat.48408.41711 and tekbotctf-day105_2015.pk3 ended up in the id1/dlcache as a result of inputting connect tekbotctf.com:26111 to the console of the latest Mac Darkplaces build. I found it irritating that the number of jumps was limited by the stamina bar, although I got over it when I realized I could rocket and boomstick jump ad infinitum. I hadn't really read the instructions before joining the server, but I think I understand it now.

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                          • #73
                            Alright, I saved config.txt as id1/tekbot.cfg. I'm still unsure why I'm getting empty models for the grappling chain; which file is supposed to contain that model?
                            As for the name, I was playing E2M2 in Darkplaces a year or two ago, when suddenly it glitched and my viewport switched to that of an ogre's head, and so did my player name. Seeing Quake from an Ogre's POV was so weird I decided not to change it.

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                            • #74
                              That model is : chain.mdl and its in the tekbotctf.pk3 file under the progs folder.

                              Odd that its the only one failing to load. You should see this pk3 in the path if you type: path , into the console.

                              Its also possible the pk3 got corrupted on DL, so you can try deleting it, and DL it again via the direct web link in the instructions file, then place in dlcache, and retry.

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                              • #75


                                Still having issues with your hud code?

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