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  • #16
    Originally posted by Spike View Post
    your .PersID field is redundant.
    .
    That's the hack I was talking about, I used that plus the STAT_WEAPONMODEL just to tell to the client "Hey, it's me!", but I was sure that it was the wrong way to do it

    Originally posted by Spike View Post
    Regarding your attempt at addstat (ignoring the fact that you shouldn't need it in the first place):
    void(float num, float type, .void fld) addstat = #232;
    is called like this: addstat(STAT_CLIENTID/*32+ are what you should be using, not 31*/, EV_WHATEVER/*2=float,8=int*/, PersID);
    .
    I'll try again, I will need it anyway for other needs in the game, but that's the way I did it in first place and for some reason it crashed ... so I have to set them in both CSQC and SSQC?
    I did it only for the server and then call it back ... nada, crash.

    Anyway, this CSQC is opening a new world, I was used to play with QC codes and the thousands of mods around always allowed me to solve my problems by looking at other people's code and figure out for myself ... I will be infinitly grateful if, whenever you have free time and feel like, could put your own hands on the code, so I would be sure to work on something solid ... I know it's a little rude to ask, but I would not do it if I could make it right by myself

    In the meantime I'll try to translate your comments in some line of code

    P.S. is the way I interpolated animations correct?

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    • #17
      i really hope you keep this going and actually finish this and this doesnt die like a lot of other stuff,
      cuz it would be soooo incredibly awesome to have this in quake
      .
      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

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      • #18
        I thought he looks like Charlie Sheen......couldnt see his face tho.

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        • #19
          Originally posted by Cobalt View Post
          I thought he looks like Charlie Sheen......couldnt see his face tho.
          hehehe maximus paynus!
          the invasion has begun! hide your children, grab the guns, and pack sandwiches.

          syluxman2803

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          • #20
            Originally posted by splitterface View Post
            omfg this is sooo awesome! me want!

            i soo totally want this in quake, it always bothered me how stupid it looked in quake when aiming and such,
            and i would love to have this doom3 like aiming and walking in quake <3<3<3<3

            and i hope itll also allow for detaching the quake marine from that uber-lame multi-gun,
            and we'll finally be able to actually see the marine holding the weapon thats selected instead of that lame-ass multi-gun


            oh and also awesome would be able to use custom models like in Q3A <3
            that would rock too, if everyone could use a different player model
            i do agree with splitterface when i say that horrid multigun has to go. it leaves you guessing in mp. "does he have a sg or a rl?" individual weapon models would help players make more informed decisions.
            My Avatars!
            Quake Leagues
            Quake 1.5!!!
            Definitive HD Quake

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            • #21
              This should be moved to Works-in-progress. After 5 minutes of resultless searches I finally dug this up by searching my own posts.

              Michael
              http://www.nextgenquake.com

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              • #22
                Originally posted by MadGypsy View Post
                This should be moved to Works-in-progress.
                Sorry, it was my first post here.
                We can move the topic, what is actually important for me is to get some feedback in form of qc code ... i admit my complete lack of knowledge about this CSQC but it's obvious the high potential of it.

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                • #23
                  have you posted at Inside3d Forums &bull; Index page also?

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                  • #24
                    Originally posted by metchsteekle View Post
                    have you posted at Inside3d Forums &bull; Index page also?
                    Metch is right, the majority of QuakeOne users are merely players with little interest to open and edit a *.qc file.

                    I'd post this at Inside3D for code help and post here for "play testing"!
                    QuakeOne.com
                    Quake One Resurrection

                    QuakeOne.com/qrack
                    Great Quake engine

                    Qrack 1.60.1 Ubuntu Guide
                    Get Qrack 1.60.1 running in Ubuntu!

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                    • #25
                      Originally posted by Phenom View Post
                      Metch is right, the majority of QuakeOne users are merely players with little interest to open and edit a *.qc file.

                      I'd post this at Inside3D for code help and post here for "play testing"!
                      I see.
                      I guess I'll better follow that suggestion.
                      Cheerz!

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                      • #26
                        I don't know if I'm late to the party but I think I found out why you lose your player.

                        Because you use the weaponframe to pass the CLIENT_IDs value, whenever the player triggers some function that changes the weaponframe (serverside) it messes up the ID.

                        Also, I saw that you tried to define the stat using "31":

                        // float STAT_CLIENTID = 31;
                        Stats between 0 and 31 are reserved for the engine, stats between 32 and 127 are for the QC code.

                        I'm not sure if that's why it was crashing before, but it's worth a try.
                        Last edited by igorazevedo; 10-24-2012, 02:27 AM.

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                        • #27
                          I used the 31 for THAT reason, I couldn't manage to have a custom one that was recognized by both the client and the server, so I took one that was already there, and I said it's a temp hack to make it work.
                          But my request was "please, help me fixing issues 1, 2 & 3".
                          What I had as help was: "You have issues 1, 2 & 3" to fix.
                          I may find the time to go back at this, maybe looking into xenotic code, but not now.
                          Thanks anyway.

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                          • #28
                            I found one problem and solve it:
                            you tried to addstats in"PutClientInServer", that stats aparently doesnt work. If you want a new stats working add the stats in worldspawn function ( i add a little new function inside called Adding_New_stats_To_CSQC)
                            the new addstat removed called CLIENT_IDs was very confused for me so i added a new stat called STAT_MDLPLAYER (value 32 in stats of csqc). I remove the references to CLIENT_IDs in ssqc, STAT_MDLPLAYER is the value of PersID.
                            I really do noit understad what you do with frames and stuff for skeletical player but it is a great work have a nice day
                            CSQCP.rar
                            the invasion has begun! hide your children, grab the guns, and pack sandwiches.

                            syluxman2803

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                            • #29
                              I hope you get to the stage where you have a working example.

                              I'll have to do the same thing eventually for the game I work on.
                              Scout's Journey
                              Rune of Earth Magic

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                              • #30
                                Thank you Nahuel, thank you very much...I was not even checking this anymore, almost lost all hopes

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