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Orion

Joined: 12 Jan 2007 Posts: 413 Location: Brazil
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Posted: Sun Sep 16, 2007 1:33 am Post subject: |
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QIP won't be updated anymore, that's bad!
Otherwise frag.machine could send the workaround fixing the monsters that aren't affected by liquids bug.
Well, I understand HTML language, but I don't know how to create a domain...
If possible, someone could create a site about quake bugs, because there are more bugs that wasn't posted there.
For exaple, when "coop" is set to 1, in e1m7 when you're killed by Chton and respawn, he'll look at you, but he won't attack! _________________ There's no signature here. Stop looking for one. |
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Urre

Joined: 05 Nov 2004 Posts: 1073 Location: Sweden
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Posted: Tue Sep 25, 2007 6:56 am Post subject: |
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Someone cover CSQC and MENUQC for crying out loud! And with menuqc I don't mean covering Black's menu-system he made for Nexuiz, cause that feels way bloated. What I mean is where the hell do I start with making my own menu stuff.
Csqc basics feel slightly easier, and by basics I mean Csqc HUD, but once you get on to entities, especially client entities, that's when it gets really, really tricky, and would love to see anyone's progress in those areas covered, if anyone even has made any progress.
And as people might know, I'm a DarkPlaces fan, so I'm speaking mainly from a DarkPlaces perspective, I've heard CSQC differs too much between DP and FTE for them to match up... _________________ Look out for Twigboy |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Tue Sep 25, 2007 3:30 pm Post subject: |
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Urre wrote: | Someone cover CSQC and MENUQC for crying out loud! And with menuqc I don't mean covering Black's menu-system he made for Nexuiz, cause that feels way bloated. What I mean is where the hell do I start with making my own menu stuff.
Csqc basics feel slightly easier, and by basics I mean Csqc HUD, but once you get on to entities, especially client entities, that's when it gets really, really tricky, and would love to see anyone's progress in those areas covered, if anyone even has made any progress.
And as people might know, I'm a DarkPlaces fan, so I'm speaking mainly from a DarkPlaces perspective, I've heard CSQC differs too much between DP and FTE for them to match up... |
I concur! That MenuQC looks useful, but Black's code is insane. |
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Seven
Joined: 06 Oct 2007 Posts: 19 Location: Germany
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Posted: Sat Oct 06, 2007 9:05 pm Post subject: |
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Hello,
I have visited your "QuakeC Tutorials" and browsed through this Forum,
but was not able to find a existing TUT or a Request for this issue:
The nails from the Nailgun appear not from the "end of the weapon",
but from the lower edge from your screen.
The Supernailgun nails are in my opinion correct. They appear right from
the end of the gun (which is "realistic").
Until now, I only found one Engine and one Mod which handle/corrected this issue:
FTE-QW and Darkplaces DPmod
I am using Darkplaces, but play only Single Player Quake. So I dont want to use
the DPmod (besides other reasons: flying shells, health, etc).
Did someone ever created a TUT to correct the appearance from nailgun nails ?
Thank you so much for an answer.
And thank you too for your many existing TUTs,
and especially the extremely
good looking "Pretty water Pack" from Urre and Zombie recently !
Greetings from Germany,
Seven |
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Sajt
Joined: 16 Oct 2004 Posts: 1026
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Posted: Sat Oct 06, 2007 10:31 pm Post subject: |
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player.qc:
In the function player_nail1 you will find the line 'W_FireSpikes (4);'
In the function player_nail2 you will find the line 'W_FireSpikes (-4);'
change those to 2 and -2 respectively.
You may notice that it still looks weird when looking up or down (I think). You can fix this..
Open weapons.qc and find the function W_FireSpikes
Find the line 'launch_spike (self.origin + '0 0 16' + v_right*ox, dir);'
Change this to:
launch_spike (self.origin + self.view_ofs + v_up * -8 + v_right*ox, dir);
I hope this works. It's off the top of my head. I had fixed this in a mod of mine, and took the values from there, I hope they are correct.
This should make it look good from the first-person perspective. Though I wouldn't be surprised if it made it look worse from a third person perspective (i.e. nails spawning in front of you when looking up) _________________ 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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Seven
Joined: 06 Oct 2007 Posts: 19 Location: Germany
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Posted: Sun Oct 07, 2007 1:16 pm Post subject: |
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@ Sajt
Damn, you are perfect !
Thank you very very much.
I followed both of your instructions and it workes.
Wat I modified is:
I use the W_FireSpikes value 3 and -3 (instead of your proposed 2 and -2).
The value 3 is exactly what I wanted...
I must admit, that I completely dont understand your second modification (handling the launch_spike function).
But, what can I say, I works perfect now. Even when you look straight up in the sky
---> The nails exit exactly the mouth of the Nailgun.
Thats how it should have looked like from the beginning.
It seems like John C. didnt manage to program it.
Thank you again for your very fast help.
Greetings from Germany,
Seven. |
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Seven
Joined: 06 Oct 2007 Posts: 19 Location: Germany
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Posted: Fri Oct 26, 2007 8:59 pm Post subject: |
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Hello,
I want to ask for help and didnt wanted to start a new thread for it,
so i guess this is maybe the correct thread to use.
I am a pure single player and use the wonderful Darkplaces Engine from LordHavoc.
I already asked him in a mail regardng this issue, but he is so busy with his DarkWar project...
There has been no reply since weeks.
Maybe one of you guys can help me, cause I see, that DP is often used here:
The blood in DP sometimes "sticks" / remains on the floor beneath the monsters or on the wall near
the monsters when you shoot it. This happens only when the damage is quite big I guess. So to say a normal
shotgun shoot will not make the blood stick on surfaces.
How can I change it, that blood (which comes out of the monsters by shooting them) ALWAYS remains
on surfaces (floor/ wall).
When I gib a monster it usualy does remain there, so it should be not too difficult to also apply this behaviour
to "normal" blood, from shooting monsters.
Sometimes, when I use the double barelled shotgun, it also remains on surfaces,
even the monster is not dead completely. So it must be a "limit" or a special value, when the blood remains on the floor / wall or not.
If it is a special value, can you tell me
where / how to edit it ? Or is it maybe random ?
Thank you so much for your answers.
Seven.
PS: Maybe the word "remains" is not very clear. English is not my mother language, so its hard to describe.
I mean the effect that after shooting (when the blood splats made by particlefont.tga appear), a small
"blood puddle" remains for some time on the floor / wall.
Finally after some seconds, this pudle also disappears, but I like this "puddle" to appear after every monster hit shoot,
Sorry for my bad english. |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Seven
Joined: 06 Oct 2007 Posts: 19 Location: Germany
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Posted: Sat Oct 27, 2007 11:09 am Post subject: |
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Hello Entar,
thank you for your post. Staimaps and Decals are enabled.
The thing is, that I see the blood splats and the blood "puddles". They work both.
But my issue is, that the blood "puddles" only appear when I gib a monster or VERY seldom, when I shoot it.
(it seems to be directly dependent on the amount of damage I do with a weapon)
I want to have blood "puddles" every time when I shoot a monster.
To be honest, it looks weird, when a monster loses blood and the blood does not appaer on the floor.
Dont you think so too ?
Is there a possibility to make the blood "puddle" appear much more often / or everytime a monster loses blood ?
I would be so thankful, if someone can answer this question.
I think if I cant find a solution in this forum, I guess than only LordHavoc can help...
I already noticed, that here are very competent members, which are very perfect in coding and QuakeC.
So I am quite confident and hopeful.
Thank you very much for your help,
Seven |
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xaGe

Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York
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Posted: Sat Oct 27, 2007 1:36 pm Post subject: |
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..Yeah, that would be great.. I add a 2nd concur... and a bump..
Urre wrote: | Someone cover CSQC and MENUQC for crying out loud! And with menuqc I don't mean covering Black's menu-system he made for Nexuiz, cause that feels way bloated. What I mean is where the hell do I start with making my own menu stuff.
Csqc basics feel slightly easier, and by basics I mean Csqc HUD, but once you get on to entities, especially client entities, that's when it gets really, really tricky, and would love to see anyone's progress in those areas covered, if anyone even has made any progress.
And as people might know, I'm a DarkPlaces fan, so I'm speaking mainly from a DarkPlaces perspective, I've heard CSQC differs too much between DP and FTE for them to match up... |
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Seven
Joined: 06 Oct 2007 Posts: 19 Location: Germany
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Posted: Wed Oct 31, 2007 4:26 pm Post subject: |
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For those, who may be interested:
LordHavoc posted a new Version of Darkplaces yesterday !
I this version he killed the bug, which caused the blood dont stick on floors / walls (after shootig a enemy / monster).
This was the issue I talked about 2 posts above.
I want to thank LodHavoc for his great support !
This makes the feeling much more intense now.
You should give it a try.
Thank you,
Seven
PS: The Link:
http://icculus.org/twilight/darkplaces/files/darkplacesengine20071030beta1.zip |
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daemon

Joined: 07 Nov 2007 Posts: 62
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Posted: Wed Nov 07, 2007 11:17 pm Post subject: |
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just started messing around with csqc finally. things are going fairly smooth, but I'm wondering how to execute a function in ssqc FROM csqc.
so far i've been able to create pull down menus, and a functioning mouse cursor, but I'm at a point where I need to search for files on the server. I have the actual search code written, I just need to figure out how to call the function from csqc. _________________ -daemon [ daemonforge.org ] |
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xaGe

Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York
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Posted: Wed Nov 07, 2007 11:32 pm Post subject: |
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..Thats good daemon... This is work your doing on Eternal Strife yes? |
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daemon

Joined: 07 Nov 2007 Posts: 62
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Posted: Thu Nov 08, 2007 12:17 am Post subject: |
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nay, it's for FeralSprites.
Eternal Strife was just an experiment really. The whole point of Eternal Strife was to do everything server side and only use the base Quake content so no downloads are required at all. I don't think it's even possible to use CSQC for that mod w/o breaking the point of it.
Anyway, Dresk helped my out with my problem, all I needed to do was call localcmd("cmd whatever\n"); in CSQC and catch it in SV_ParseClientCommand in SSQC. _________________ -daemon [ daemonforge.org ] |
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Junrall

Joined: 21 Sep 2009 Posts: 136 Location: North West Oregon, USA
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Posted: Sat Feb 13, 2010 6:18 pm Post subject: |
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LOL... been digging through some of the old and dusty discussions, wishing I was around when they were started... like this one from Nov 07, 2007.
I was once a big fan of ctf back in the day and decided to look through the models and discovered that there wasn't a player model with the flag stuck to it's back. I assume that the flag model was "stuck" to the player via qc.
So... I'm dusting this discussion off and am requesting for a generic tutorial that shows how to stick something to a player. For example, maybe something like an arrow stuck in a player's back that has proper height and angles that mimic the player's movement and angles.
I think this would be helpful for those that want to implement something like this into their mods.
There is a tut, in the tutorials section, called Stick Grenades... a classic! Maybe there could be a "part 2" to that one.
Also, I hope that you folks don't mind me dredging up old discussions... if this is a "no-no" here, I'll stop
Thanks _________________ Good God! You shot my leg off! |
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