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  • IQ reprised.

    IQ site check the site for a list of features.
    To download click on ``Download Lastest'' on the top bar.

    I wanted to continue the Entar work on IQ, the idea is doing small modifications to Quake that change (hopefully in a way you like more) the game experience.
    The original Entar code is always available as [8cd6d02e55] check-in.

    Everything is freely usable, if you like a piece of code a function or anything, just use it. Credit is welcome, but no way necessary.

    To have more precise informations use the site: click on ``Timeline'', click on a check-in you are curious about and finally click on ``show side-by-side diffs'' to see exactly what has been done. I try to push only one change for check-in to make this operation the most possible expressive.
    Last edited by ezzetabi; 05-31-2013, 02:10 PM.
    Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

  • #2
    I would also be happy if anyone would TRY it...
    Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

    Comment


    • #3
      Give it time, people generally aren't very active on the forum during weekends.
      Regular One Man Slaughterhouse

      Comment


      • #4
        Oh, thanks for the information.
        Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

        Comment


        • #5
          ezzetabi,
          I'm only going to comment on the shell-casings as that is honestly all I've had time to examine at the moment. If you implement the changes that Seven mentions in your other thread this feature will be nice. I'll have time later tonight to truly try your other features. It sounds cool if you have been able to implement the code, which is still tricky for me

          Will give better feedback when I can, but I'm sure others will try and give you some as well.

          It is good to see another contributor to coding!

          Comment


          • #6
            I did, in the check-in [5eba2eb2b3].
            Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

            Comment


            • #7
              Hmmm, somehow this reminds me of something ....

              Like gdiddy62 said, it is always good when people start to fiddle with qc.
              What you should do is mention Entar in your mod .zip file.
              His work is base of your start, so you should note it.

              Comment


              • #8
                It is written in the first post, the original version is available in the check-in [8cd6d02e55] and the Entar code has no readme whatsoever. However I see your point, so I added an explicit note in the opening post.

                Actually, nor the code at the moment has any readme... :S That is the point of this thread ;D

                Originally posted by Seven View Post
                Hmmm, somehow this reminds me of something ....
                What do you remember?
                Last edited by ezzetabi; 09-19-2012, 03:05 AM.
                Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

                Comment


                • #9
                  I am fairly proud of the new Chthon, please try e1m7.
                  Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

                  Comment


                  • #10
                    Hello ezzetabi,

                    Seeing that nobody gives feedback, I would like to comment some things.

                    1.) Flashlight
                    It is a good idea to alert enemies with it.
                    I like to use it in combination with DarkPlaces, realtime lighting and offsetmapping. It makes the world look really great and it amplifies offsetmapping visuals. Looks beautiful.
                    The flashlight entity itself could be better though.

                    2.) Chasecam
                    You use the eyes.mdl in combination with it, which is not good. The shadows of the eyes model is visible when in chasecam mode. Be sure to not use the eyes when enabling it.

                    3.) key bindings
                    This is NOT a good idea to do.
                    I could not move nor jump when I started your mod.
                    You rebind ALL keys. Eveen the oonce that are handled via config.cfg.
                    Be sure to never rebind the players keys !
                    This is a game and fun stopper. I had to rebind many of them in order to play.
                    It is only a mod, not a standalone game. So be wise and dont change the users configs.
                    Add the new once in the readme or via impulse that are new to bind those.

                    4.) Chton
                    Nice idea, but there are still issues with it.
                    Be sure to not spawn the new monsters at the deathmatch start positions. I had 12 wizards, caught in the single player starting position. They could not leave this small room...
                    You make Chton killable, but gave him damage_yes.
                    That prevents grenades to explode on him.
                    Be sure to give him damage_aim.

                    5.) nails bounce on walls
                    You need to rework the touch function.
                    The nails bounce like firecrackers. Especially when they fall on different map hight levels.
                    Be sure to use the bounce movetype and/or reduce velocity after each touch.
                    You should also not call "WriteByte (MSG_BROADCAST, TE_SPIKE)" all the time when it touches a brush. Be sure to only call it at first impact. After that it should only bounce.


                    That is what I tested so far and wanted to give you feedback.
                    Because I see that you are working on it with high passion and it is good to see people with a passion for Quake.

                    Have fun,
                    Seven

                    Comment


                    • #11
                      Originally posted by Seven View Post
                      1.) Flashlight
                      It is a good idea to alert enemies with it.
                      I like to use it in combination with DarkPlaces, realtime lighting and offsetmapping. It makes the world look really great and it amplifies offsetmapping visuals. Looks beautiful.
                      The flashlight entity itself could be better though.
                      When you say ``could be better'', what do you mean? The glowing sphere seldom give unrealistic lighting (like when it is spawned behind an object)? Some technicality?

                      Originally posted by Seven View Post
                      2.) Chasecam
                      You use the eyes.mdl in combination with it, which is not good. The shadows of the eyes model is visible when in chasecam mode. Be sure to not use the eyes when enabling it.
                      I would need an invisible cube, with the POV inside it. It would remove the shadow problem and the fact the cam go through walls. But I really know nothing about modeling. Beside the cam still need some work...

                      Originally posted by Seven View Post
                      3.) key bindings
                      This is NOT a good idea to do.
                      I could not move nor jump when I started your mod.
                      You rebind ALL keys. Eveen the oonce that are handled via config.cfg.
                      Be sure to never rebind the players keys !
                      This is a game and fun stopper. I had to rebind many of them in order to play.
                      It is only a mod, not a standalone game. So be wise and dont change the users configs.
                      Add the new once in the readme or via impulse that are new to bind those.
                      The engine key bindings have no sense! You cannot use non-standard impulses, you cannot set your own aliaes, many engines adds keys you did not set. It painfully annoying! Editing a text file is much easier, beside I thought that WASD + Space for jumping where almost a standar... but ok, I will remove it.
                      About new commands, it is enough to read autoexec.cfg.

                      Originally posted by Seven View Post
                      4.) Chton
                      Nice idea, but there are still issues with it.
                      Be sure to not spawn the new monsters at the deathmatch start positions. I had 12 wizards, caught in the single player starting position. They could not leave this small room...
                      You make Chton killable, but gave him damage_yes.
                      That prevents grenades to explode on him.
                      Be sure to give him damage_aim.
                      damage_aim, check I will fix it. About wizards, you probably got a check-in older than 7e862e52269ca9fe, where I fixed a stupid bug: instead of deathmatch spots (that are well spaced) the wizards spawned in the coop spots and of course they get stuck. The issue should not exist anymore.

                      Edit: damage_aim fixed.

                      Originally posted by Seven View Post
                      5.) nails bounce on walls
                      You need to rework the touch function.
                      The nails bounce like firecrackers. Especially when they fall on different map hight levels.
                      Be sure to use the bounce movetype and/or reduce velocity after each touch.
                      You should also not call "WriteByte (MSG_BROADCAST, TE_SPIKE)" all the time when it touches a brush. Be sure to only call it at first impact. After that it should only bounce.
                      Well, I do use bounce movetype. And I like them so much... Oh, well... sparks only on the first bounce then.

                      Edit: bouncing only without any noise or effects is not nice. I can agree to remove the sparks, but without even the noise it is bad! And I have no idea how to do that.

                      Originally posted by Seven View Post
                      That is what I tested so far and wanted to give you feedback.
                      Because I see that you are working on it with high passion and it is good to see people with a passion for Quake.
                      I do not know... the lack of interest shows that I am definitely too late for Quake modding. The Reverse DM thread is explicative, many answers to the idea, some even useful. No answers to the work I did. Same here...
                      Last edited by ezzetabi; 09-23-2012, 02:05 AM.
                      Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

                      Comment


                      • #12
                        Originally posted by ezzetabi View Post
                        When you say ``could be better'', what do you mean? The glowing sphere seldom give unrealistic lighting (like when it is spawned behind an object)? Some technicality?


                        I would need an invisible cube, with the POV inside it. It would remove the shadow problem and the fact the cam go through walls. But I really know nothing about modeling. Beside the cam still need some work...


                        The engine key bindings have no sense! You cannot use non-standard impulses, you cannot set your own aliaes, many engines adds keys you did not set. It painfully annoying! Editing a text file is much easier, beside I thought that WASD + Space for jumping where almost a standar... but ok, I will remove it.
                        About new commands, it is enough to read autoexec.cfg.


                        damage_aim, check I will fix it. About wizards, you probably got a check-in older than 7e862e52269ca9fe, where I fixed a stupid bug: instead of deathmatch spots (that are well spaced) the wizards spawned in the coop spots and of course they get stuck. The issue should not exist anymore.

                        Edit: damage_aim fixed.


                        Well, I do use bounce movetype. And I like them so much... Oh, well... sparks only on the first bounce then.

                        Edit: bouncing only without any noise or effects is not nice. I can agree to remove the sparks, but without even the noise it is bad! And I have no idea how to do that.


                        I do not know... the lack of interest shows that I am definitely too late for Quake modding. The Reverse DM thread is explicative, many answers to the idea, some even useful. No answers to the work I did. Same here...
                        Your server did NOT WORK. You need to realize the very instance I read "Check out my server!" , I opened Quake and tried connecting.

                        I dont recall you ever responding to tell me HEY ITS UP NOW,and its never to late to mod Quake. It really helps though to have a server up and running before asking for comments on a mod running at it. Just saying

                        Get that server up and running and I'll check out what you got. Also, do you think LH/MH/Baker/Seven/Others determined its too late for modding Q1,and are throwing in the towel? Throw the towel in ,and I'll throw it right back out and put you back in the ring!
                        [ame]http://www.youtube.com/watch?v=VgSMxY6asoE[/ame]


                        Tested server, ping was off the charts. Where is server located?
                        Last edited by Mindf!3ldzX; 09-23-2012, 08:08 AM.
                        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

                        Comment


                        • #13
                          Originally posted by Mindf!3ldzX View Post
                          I dont recall you ever responding to tell me HEY ITS UP NOW, and its never to late to mod Quake. It really helps though to have a server up and running before asking for comments on a mod running at it. Just saying
                          Actually... here it is... Maybe I had to use more emphasis.

                          Originally posted by Mindf!3ldzX View Post
                          Get that server up and running and I'll check out what you got. Also, do you think LH/MH/Baker/Seven/Others determined its too late for modding Q1,and are throwing in the towel? Throw the towel in, and I'll throw it right back out and put you back in the ring!
                          ...ok... Yet, the lack of feedback is a fact. Also Seven stated that. Beside many good maps are actually partial conversions and so iq is not usable with ease. As it would mean take the map code and merge it with iq.

                          Originally posted by Mindf!3ldzX View Post
                          Tested server, ping was off the charts. Where is server located?
                          France I think.

                          Oh, this thread is for iq... Topic matter just a little in this forums, but I just wanted to recall.
                          Last edited by ezzetabi; 09-23-2012, 08:49 AM.
                          Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

                          Comment


                          • #14
                            Hello ezzetabi,

                            You say that you are too late for Q1 modding.
                            Well, somehow you are correct. Around 15 years too late

                            But seriously, you have to sit back and think for a moment:
                            Quake 1 is an extremely modder-friendly game. Its simplicity is a great advantage for many people to start playing around with its mechanics and stuff. The advanced engines further help and offers replacement features as well as extended things which is always welcome by modders/mappers.

                            So all in all, Q1 has always been a modder friendly game.

                            Next thing you have to think about:
                            Almost everything you did, has been done many years ago already.
                            For example your flashlight. It is another variation, based on ShockMan�s code.
                            So people will not jump out of their seats and scream:
                            "Finally a flashlight for Quake".


                            The Quake 1 community is a special one. Somehow I also dont understand them... You have to draw something earth-shattering out of your magic cylinder, or they will not be amused very much.
                            Giving feedback is a very special topic. People use things a lot, but almost never give a feedback. That can be frustrating at times...


                            Now back to your questions:

                            1.) flashlight
                            If you want to make a realistic flashlight, it should not be a single light entity which magicaly flies in front of the player. A flashlight�s origin should be inside the flashlight and only sends the light in front of you.
                            It might look a little bit like this:


                            Best flashlight�s so far for Q1 (in my opinion):
                            - behind_you�s complex + realistic flashlight
                            - Nahuel�s cubemap flashlight

                            2.) chasecam
                            You also use ShockMan�s code as your base for this feature.
                            But there are also many other source codes for it available, which got rid of your eyes.mdl issue.
                            Or correct the issue yourself !
                            Why do you use the eyes.mdl for your camera entity ?
                            Dont do it and use another custom model instead.
                            You can either make it smaller/tiny or use another method to avoid that it produces shadows.

                            3.) nails bouncing
                            You should only listen to yourself when you work on your mod
                            Especially when it comes to me...
                            If you like your nails how they are, everything is good.
                            It was just a personal liking from my side that I mentioned.
                            You wrote about "sparks" while bouncing. Which is not standard TE_SPIKE visual. Do you use DarkPlaces or FTE and have a custom effectinfo.txt ?
                            At sometime you have to make a decision whether you keep your mod engine independent (which should be your task), or leave that road and become engine specific. Once you walk down that road, there is no turning back...


                            Anyway, I hope you will continue your mod.
                            And put new and fresh ideas in it.
                            Be sure to visit inside3d if you have specific questions. Knowledge there is uncomparable.

                            Best wishes,
                            Seven

                            Comment


                            • #15
                              You are obviously right, sorry for sounding arrogant. I am not actually sure why I write this thread in the first place, maybe I was daydreaming more feedback. But after all, there is nothing actually interesting or new in iq. It is just a SP game with me I guess.
                              Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

                              Comment

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