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  • Corpses removal command

    Hi bros)

    Is there any command in DirectQ or Quake that removes corpses from the map either immediately or after 5 seconds at least ?

  • #2
    I don't want to argue, or anything, but... corpse littering is actually one of the *highlights* of Doom & Quake. Why do you want to remove them?

    Besides, while I'm not 100% sure, I believe doing that would imply modifying progs.dat (the actual script of the game)...

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    • #3
      Yeah, it isn't built into Quake.

      I'm assuming you just don't want to look at the corpses, if so Qrack and JoeQuake have gib filter and dead body filter available (cl_deadbodyfilter or some such thing). But DirectQ does not.
      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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      • #4
        In JoeQuake/QRack there are cl_deadbodyfilter and, I think, cl_gibfilter.
        WARNING
        May be too intense for some viewers.
        Stress Relief Device
        ....BANG HEAD HERE....
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        • #5
          I believe DP cleans up corpses after a while. Not 5 seconds though.
          http://www.nextgenquake.com

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          • #6
            Now maybe Nahuel or Seven made a mod -- or it is a feature of SMC or something and did it with QuakeC.

            But the DarkPlaces engine sure doesn't. How does the engine know what a corpse is? A corpse is just one of the model animation frames. The engine has no idea what model animation frame is a corpse or not, only QuakeC knows.

            So the cl_deadbodyfilter in Qrack/JoeQuake is very standard Quake specific hack --- which doesn't work with mods like Quoth or Arcane Dimensions or anything else --- kill a custom monster that isn't in standard Quake and see what cl_deadbodyfilter does --- which is nothing, etc. because it has stuff like frame #134 is a dead body for "modelxyz.mdl". And it'll screw up if a mapper decides to say, have a player corpse on the floor in a map (func_illusionary with player.mdl specified with a certain frame # in the map). So the deadbody filter in Qrack/JoeQuake is quite the hack for anything that isn't standard Quake. Also, what if a mod chooses to use a custom player model with extra frames or something.

            LordHavoc hated hacky stuff like that being coded in the engine; he always argued against it.
            Last edited by Baker; 02-24-2016, 07:32 PM.
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

            Comment


            • #7
              https://www.dropbox.com/s/fvottmxxqi...alMod.zip?dl=0

              qc mod. monsters dissappear in a puff of smoke after 2 seconds.
              Gibs too.
              Gnounc's Project Graveyard Gnounc's git repo

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              • #8
                Thank you very much guys! QC mod presented by gnounc works nice, but how can apply it to large mods like UNFORGIVEN ? This thing is especially needed in there. I assume that an immense amount of corpses causes a bug called "sinking into ground" I described in this thread (an issue related to DirectQ) (The issue was spotted in DirectQ 1.9.0 and 2.0 , I've tested them both on WIN XP SP3 DX9 and WIN 7 SP1 DX11)

                http://quakeone.com/forums/quake-hel...il-2013-a.html
                Last edited by OV3RDR!VE; 02-25-2016, 03:20 AM.

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                • #9
                  Originally posted by OV3RDR!VE View Post
                  QC mod presented by gnounc works nice, but how can apply it to large mods like UNFORGIVEN ?
                  You can't combine mods.

                  It cannot be done.
                  Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                  So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                  Comment


                  • #10
                    But how mod Quoth does that? The corpses sink into ground after 5 seconds time.
                    May this mod be applied to all the mission packs then?

                    May be there is a commnad in DirectQ that clears all the entites?
                    Last edited by OV3RDR!VE; 02-25-2016, 03:53 AM.

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                    • #11
                      Originally posted by OV3RDR!VE View Post
                      but how mod Quoth does that?
                      The authors of Quoth coded corpse removal into Quoth.

                      (There isn't a command in DirectQ to "clear all entities".)

                      You might try doing a save game and reloading, if this is about the DirectQ bug where colision gets screwed up after an hour.

                      Maybe save your game, exit DirectQ.

                      Then restart DirectQ and load the game. It sounds like it happens only after DirectQ has been running a long time and others have said the same thing.

                      So a save game/quit DirectQ --- then start DirectQ + load game might help you.
                      Last edited by Baker; 02-25-2016, 03:59 AM.
                      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                      Comment


                      • #12
                        So for DirectQ , it seems, there is no solution ?

                        How about commands concerning buffer cleaning? Something like to restore the limit to 0 manually . Like , when you start a map with 400 monsters on it . you have not yet done a thing. And when you've killed 300 for instance and the map is laden with corpses and you cannot gib 'em , that probably causes limit overrun and a problem occurs I mentioned in the thread pointed one post ago.

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                        • #13
                          Agreed. The same solution I found.
                          Well then let's leave the thing as it is.)
                          DirectQ gives the purest feeling of original, classic Quake) IMHO the best quake port I've ever played)

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                          • #14
                            Originally posted by Baker View Post
                            You can't combine mods.

                            It cannot be done.
                            lol am I missing something?
                            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                            • #15
                              He means you can't combine QC's after compile. ie... you cant run hip.qc and rogue.qc simultaneously.
                              http://www.nextgenquake.com

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