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Is the Quake modding community really this dead? Goto page Previous 1, 2, 3, 4 Next

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Tue Oct 30, 2007 3:37 pm Post subject: |

Ender was working on that.

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Sajt Joined: 16 Oct 2004 Posts: 1028 |

Posted: Tue Oct 30, 2007 3:37 pm Post subject: |

zzzzzzzzzzzzzzzzzz _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Oct 30, 2007 3:42 pm Post subject: |

I think the last time I saw Ender was maybe 2004... Maybe. Nonetheless, yeah, I love stylized things and getting into the "mood of the site," but the standard mediawiki bit is just easier on the whole to use than the stylized one we see on the QuakeWiki.

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Tue Oct 30, 2007 3:42 pm Post subject: |

Also, he's asking questions and getting answers. When we answer questions we ought to expand the wiki docs. So I blame the rest of you. Sajt, stop sleeping on the job here.

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Sajt Joined: 16 Oct 2004 Posts: 1028 |

Posted: Tue Oct 30, 2007 3:44 pm Post subject: |

Yeah, I'm actually considering starting a new QuakeWiki locally while my 30 minutes of divine inspiration lasts. I can figure out where to get it hosted later. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Oct 30, 2007 3:44 pm Post subject: |

I should be studying for an exam. And I find it humorous how active this thread is. To the point of being borderline real time. Only not. *waves hands* Nonetheless, yes, documentation, clear layout, good search results.

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Tue Oct 30, 2007 3:45 pm Post subject: |

Sajt wrote:
Yeah, I'm actually considering starting a new QuakeWiki locally while my 30 minutes of divine inspiration lasts. I can figure out where to get it hosted later.

Splitter!

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Sajt Joined: 16 Oct 2004 Posts: 1028 |

Posted: Tue Oct 30, 2007 3:48 pm Post subject: |

So... how about them Dodgers. edit: Holy cow, I seriously didn't know that the Dodgers weren't in Brooklyn anymore. Sure showed me for getting my lines from old movies. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Tue Oct 30, 2007 3:50 pm Post subject: |

Perhaps I will migrate it to MediaWiki... perhaps... hmmm...this calls for a poll.

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Oct 30, 2007 3:51 pm Post subject: |

Go go divine inspiration go! FrikaC - So are you in the People's Front of Judea? And wait, aren't you supposed to be coding the ai for the npcs that will populate the game of unknownness? Back to QuakeC! How do I make it spawn some brown particles whenever a thud sound is called by an entity? You know, dust kicking up stuff, I recall trying this once and just getting... nothing at all. Not even an error.

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Tue Oct 30, 2007 3:54 pm Post subject: |

Thud sounds are engine side, if you want to edit the engine..

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Sajt Joined: 16 Oct 2004 Posts: 1028 |

Posted: Tue Oct 30, 2007 3:55 pm Post subject: |

Well, you have to have a second computer. Give it a microphone, hold it up to the speakers of the first computer. Write a program that recognizes the thud sound. Have the second computer connect an invisible client to the game server, and make it request the particle effect everytime it deciphers the thud sound.
Next week, we'll learn how to create the particle effect, with each particle as a separate client on a separate computer.
_________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Oct 30, 2007 3:56 pm Post subject: |

Well the goal in that particular situation was to make entities that land hard (a thudding player, a leaping fiend) kick up "dust" on impact, by spawning brown particles. Similar would be fast movements into liquid spawn similarly colored particles for a splash.

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Tue Oct 30, 2007 4:02 pm Post subject: |

This is a coding question, it should go in the Coding forum. But basically the engine plays splash and thud sounds under certain circumstances. Thuds are played when MOVETYPE_STEP creatures connect with the ground (having their FL_ONGROUND flag set might be a good way to check for this edge transition). Splashes, I forgot the rules for, but I assume it's whenever the origin's pointcontents change to a new water type. If doing this from the QuakeC you'd have to monitor these conditions and use the particle() builtin when they occur.

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Tue Oct 30, 2007 4:11 pm Post subject: |

Just trying to sway it back a little bit from what could've turned into a Life of Brian quotefest. Okay then. I had asked about that before on irc but didn't get jack for an answer, and certainly nothing to hint at it being a big deal in any form... It is kind of random when you run into these limitations - and I manage to select the limited things quite often whenever I once again try to take the plunge into QuakeC.

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