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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Tue Jun 26, 2007 3:58 pm Post subject: A template for space-strategy mods has born. |

I am socked how easy has been to create the base template to make space based mods. I have create a big room, with "skytexture" walls (all walls that way). And I have located a skybox with space theme. I have created a "sphere" model with a few 'world alike" skins: lava, earth, moon, duneish, ...
I have added a mininmal scheleton mod, and make a button to spawn a "sun" (with EF_* fx), and droped these models.
TADA!.. I have created the solar system
My next target is to implement (with that basic template) a Gualcon alike game. Maybe even with AI.
http://www.imitationpickles.org/galcon/
Expect a new mod sooon!

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Tue Jun 26, 2007 4:05 pm Post subject: |

Great! I can't wait to see it, Tei! _________________ http://www.planetcocot.net/

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Tue Jun 26, 2007 6:23 pm Post subject: |

It looks crappy, because is crappy. OH NOES, THE DEATH ST^H^H THE BIG AXE!

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Tue Jun 26, 2007 10:06 pm Post subject: |

Yup, I used a similar idea in my "EasterROIDS" speedmod. _________________ Apathy Now!

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Thu Jun 28, 2007 12:00 pm Post subject: |

Hi!, I need WAV files, for some events: * Planetary Destruction sound * Solar nova explosion sound * Megadeath, quantic chain reaction explosion
* "Genesis", planet terraformation
* "Comunism", robots revolution
* "Utopia", angel alike sound for "perfect society,peace and love" event
* General sound for planet attacked by several ships
* "Planet under attack!". Maybe I will use some voice generator, any suggestion for a artificial voice generator?
* "Colony lost!", voice
* "Capital World under attack!", voice
* "You lost", voice
Please attach the wav file, or post a url.
I will be also nive to have a original quakeC src for QuakeWorld.

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Sajt Joined: 16 Oct 2004 Posts: 1028 |

Posted: Thu Jun 28, 2007 8:54 pm Post subject: |

megadeath.wav _________________ 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: Thu Jun 28, 2007 8:56 pm Post subject: |

Yes Sajt. that is definitely a quantic chain reaction explosion.

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

Posted: Fri Jun 29, 2007 12:23 am Post subject: |

Cool song name.

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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Mon Jul 09, 2007 9:39 pm Post subject: |

It looks fun, Tei How's your search for wav files going? Any luck? It feels like there should be a good amount of free explosion sounds available around, doesn't it? _________________ http://www.planetcocot.net/

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Tue Jul 10, 2007 1:34 am Post subject: |

This looks pretty interesting, reminds me of start to an old dos game called Star Reach / Star Federation Here's some inspiration: http://www.abandonia.com/games/936/download/StarReach.htm Try it out Tei, might give you some ideas.

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Tue Jul 10, 2007 10:34 am Post subject: |

Has been a week on Italy, exploring that country. Very nice!. Maybe I will post some photos of me on San Protocol street, Lago di Garda, Lago di Como, and a "geelaterie" (italian ultramegafantabulous amazingnescustom ice creams shops ). I am like... reengineered and energized to make something cool.
If only I can stop of downloading anime...
I have new ideas for this. Because I can't really make a nice lookink planet, maybe is a better idea to use sprites.
I can really make some crazy things with sprites, like builtin a counter on a 256 frames sprite ,... so the population can be marked with a sprite, the race with another, and another for selection.
Maybe I can make so poiting to a planet select it, and show a context-menu. I can make centerprint look sexier.
I can also text some crazy ideas with makestatic. So planets are static items (like torches on normal quake), but make a custom protocol message to "toggle" the view of that item.

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Wed Jul 18, 2007 9:09 pm Post subject: Re: A template for space-strategy mods has born. |

Hi!, I need help. I try to make so the player "select" world only pointing in the general direction of the planets. But I fail to "select" these. I can make the planets take damage, and firing at it with missiles, etc, kill it, but not the zing, axe or gunshots,.. so has to be something traceline related, but not idea what
That code is for QW.

Code:
.float scale; .float alpha; .entity selector; entity sun; void() CheckSun =
{
local entity sun2;
if (sun)
return;
sun = spawn ();
sun.owner = self;
setmodel (sun, "progs/mundo2.mdl");
setsize (sun, '0 0 0', '0 0 0');
setorigin (sun, self.origin);
sun.effects = EF_DIMLIGHT |EF_BRIGHTLIGHT;
sun.alpha = 0.1;
sun.scale = 5;
sun2 = spawn ();
sun2.owner = self;
setmodel (sun, "progs/sun.mdl");
setsize (sun, '0 0 0', '0 0 0');
setorigin (sun, self.origin);
sun.effects = EF_DIMLIGHT |EF_BRIGHTLIGHT;
sun.alpha = 0.4;
sun.scale = 2;
};
void() W_FireTest =
{
local entity missile, mpuff;
CheckSun();
missile = spawn ();
missile.owner = self;
missile.solid = SOLID_BBOX;
missile.classname = "planet";
makevectors (self.v_angle);
missile.nextthink = time + 40;
missile.think = SUB_Remove;
missile.skin = random()*6;
missile.scale = 0.4 + random()*8;
setmodel (missile, "progs/mundo2.mdl");
//setmodel (missile, "progs/planet1.spr");
/*
if (random()*100<50)
setmodel (missile, "progs/sun16.spr");
else
setmodel (missile, "progs/planet16.spr");
*/
//setsize (missile, '0 0 0', '0 0 0');
setsize (missile, '-16 -16 -16', '16 16 16');
setorigin (missile, self.origin + '0 0 80') ;
missile.takedamage = DAMAGE_AIM;
missile.th_die = SUB_Remove;
};
void () SUB_RemoveSelector =
{
self.owner.selector = world;
SUB_Remove();
};
void(vector org,entity master) CreateSelector = {
local entity missile, mpuff;
missile = spawn ();
missile.owner = self;
missile.nextthink = time + 40;
missile.think = SUB_RemoveSelector;
setmodel (missile, "progs/hud.spr");
setorigin (missile,org) ;
missile.owner = master;
master.selector = missile;
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 3);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
};
void() W_Select =
{
local vector source;
local vector org;
local float len;
len = 4192;
makevectors (self.v_angle);
source = self.origin + '0 0 16';
traceline (source, source + v_forward* len, FALSE, self);
if (trace_fraction == 1.0)
return;
if (trace_ent)
if (trace_ent!=world)
if (!trace_ent.selector)
if (trace_ent.classname=="planet") {
CreateSelector(trace_ent.origin,trace_ent);
}
bprint (PRINT_HIGH, ":", ftos(trace_fraction), "\n");
if (trace_ent) if (trace_ent.classname)
bprint (PRINT_HIGH, ":", trace_ent.classname , "\n");
};

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

Posted: Wed Jul 18, 2007 11:45 pm Post subject: |

How are the planet entities set up? I see the Sun stuff, but it's set to 0 0 0 by 0 0 0, so obviously that's not interactive.

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Tei Joined: 25 Oct 2004 Posts: 195 |

Posted: Thu Jul 19, 2007 7:43 am Post subject: |

FrikaC wrote:
How are the planet entities set up? I see the Sun stuff, but it's set to 0 0 0 by 0 0 0, so obviously that's not interactive.

Is the "W_FireTest" function. Ignore the call to CheckSun();. Sorry about the naming, is poorly named and indented
note: the sun thing is called once, and spawn a "planet" with sun model, with rocket fx

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

Posted: Thu Jul 19, 2007 2:36 pm Post subject: |

Try removing the line missile.owner = self;

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