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  • #76
    progress is good!
    My Avatars!
    Quake Leagues
    Quake 1.5!!!
    Definitive HD Quake

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    • #77
      Would anyone re-write e1m7 so it starts with a room full of equipment like "The Gauntlet" Scourge or Armagon map?
      At the moment the player enters the main lava room the door slams and you are in the familiar map. (Of course it should openable from the other side for eventual coop players)

      https://www.youtube.com/watch?v=ZmA4z0NCkGA
      Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

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      • #78
        Another small update, in the final phase of Horde if a whole minute passes without killing the level is over even if the minimum number of killings has not been reached.

        It seems the ghost monster issue is still there... just more rare.
        Last edited by ezzetabi; 06-09-2013, 11:36 AM.
        Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

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        • #79
          Originally posted by ezzetabi View Post
          It seems the ghost monster issue is still there... just more rare.
          Hello ezzetabi,

          First of all, sorry that we stole your time again and reinfected you with the Quake virus
          But I am happy that you are here again.

          Regarding the ghost issue:
          To be sure that you tear out the rest of this bug, please redeclare more "self.th_" lines in the monsters 1st idle and walk animation frames.

          As I mentioned in my old post, I only encountered the issue with your walking/patrolling monsters.
          So what you want to do is redeclaring at least both (self.th_stand and self.th_walk) in the monsters idle and walk animation function.

          I also did this for the spider, besides some other reason, and the "ghosting" never happened again (independent to its animation status). You can look through spider code if you want (it is in v4.25).

          Best of luck ezzetabi,
          Seven

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          • #80
            Lets see if I understood correctly, let see the Fiend for example.
            In the demon1_walk1 function is a reset of th_stand:
            Code:
            void()  demon1_walk1    =[  $walk1,     demon1_walk2    ] {
                self.th_stand = demon1_stand1;
            [...]
            So I should also put a redefinition of walk in stand?

            Like, now it is:
            Code:
            void()  demon1_stand1   =[  $stand1,    demon1_stand2   ] {
                self.angles_x = 0;
                ai_stand();};
            And it should be:
            Code:
            void()  demon1_stand1   =[  $stand1,    demon1_stand2   ] {
                self.th_walk = demon1_walk1;
                self.angles_x = 0;
                ai_stand();};
            ?
            Contradiction is truth. Fear is freedom. Rights are privileges. Job is a commodity. Ignorance is strength.

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            • #81
              Hello ezzetabi,

              Redeclaring does not do any harm.
              All "self.th_xxx" declarations are done in main monster spawn function.

              It should not do any harm if you would, lets say redeclare the exact same things in all 1st animation functions. As long as you dont change them of course

              The reason for the ghosting seems to be directly depending on the lack of a AI declaration, because you do not spawn the monster at map start, but during a map and therefore the walkmonster_start(); and walkmonster_start_go(); are not called like they are at map start.
              (please excuse my bad english, I hope you understand me).

              Anyhow, it proved to help if you redeclare the "stand" and "walk" functions in the 1st frame of these functions itself.

              So, to stay with the demon example:
              I can only say how the original qc looks, you added "self.angles_x = 0;" yourself.

              Change "void() demon1_stand1" to look like:
              Code:
              void()	demon1_stand1	=[	$stand1,	demon1_stand2	] {ai_stand();
              	self.th_stand = demon1_stand1;
              	self.th_walk = demon1_walk1;
              };
              And Change "void() demon1_walk1" to look like:
              Code:
              void()	demon1_walk1	=[	$walk1,		demon1_walk2	] {
              self.th_stand = demon1_stand1;
              self.th_walk = demon1_walk1;
              if (random() < 0.2)
                  sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
              ai_walk(8);
              };

              It looks odd I know and it also looks unnecessary, but hey, if it helps
              I hope very much that it helps you too.

              If it doesnt help, then at least *try* to add ALL "self.th_xxx" declarations to these to functions and test again.

              Code:
              void()	demon1_stand1	=[	$stand1,	demon1_stand2	] {ai_stand();
              	self.th_stand = demon1_stand1;
              	self.th_walk = demon1_walk1;
              	self.th_run = demon1_run1;
              	self.th_die = demon_die;
              	self.th_melee = Demon_MeleeAttack;
              	self.th_missile = demon1_jump1;
              	self.th_pain = demon1_pain;
              };
              
              
              and:
              
              
              void()	demon1_walk1	=[	$walk1,		demon1_walk2	] {
              self.th_stand = demon1_stand1;
              self.th_walk = demon1_walk1;
              self.th_run = demon1_run1;
              self.th_die = demon_die;
              self.th_melee = Demon_MeleeAttack;
              self.th_missile = demon1_jump1;	
              self.th_pain = demon1_pain;
              if (random() < 0.2)
                  sound (self, CHAN_VOICE, "demon/idle1.wav", 1, ATTN_IDLE);
              ai_walk(8);
              };

              Best of luck,
              Seven

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