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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Tue Dec 16, 2008 5:28 pm    Post subject: Reply with quote

Urre wrote:
Wicked Mauve. Damnit, now I need to get my RTS back on track again...


Aye, it's coming along, but it's annoyingly slow progress at the moment. Coding the external scripting system means rewriting vast swathes of code just to achieve the same effect as before!

I spent an hour yesterday making buildings use the external scripts, but as a result it's now indistinguishable from before!
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Tue Dec 16, 2008 8:25 pm    Post subject: Reply with quote

Hah! The life of a coder, isn't it lovely

I know how you feel Smile
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Tue Dec 16, 2008 9:01 pm    Post subject: Reply with quote

ya tons of coffe little sleep and a butt that hurts Laughing Shocked Very Happy

and very nice mh Wink the d3d version runs like hell on ice here Very Happy
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Tue Dec 16, 2008 11:08 pm    Post subject: Reply with quote

jim wrote:
So you drawed that by coding it? Pretty cool Smile


Actually no. That one is a texture where OpenGL is just drawing the needle.

Although I will probably make a purely drawable one [knowing it won't really have a practical use, drawing is slower and more complicated than making a texture]. It won't look quite as nice as that one, but will be close.
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Wed Dec 17, 2008 2:59 am    Post subject: Reply with quote

I reckon I'll have the DiD2 external unit scripting system finished by the end of the week, which I'll test by adding an entirely new army (probably of quake monsters) without even recompiling the qc.
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scar3crow
Inside3D Staff


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

PostPosted: Wed Dec 17, 2008 3:08 am    Post subject: Reply with quote

Quote:
without even recompiling the qc.

Between that British accent, and such programmatic prowess, you know how to drive me wild.
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Wed Dec 17, 2008 3:17 am    Post subject: Reply with quote

Meaw.
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Wed Dec 17, 2008 9:10 pm    Post subject: Reply with quote

Hey, Chris, I have a small suggestion for the dpmgui. Could it just look for the exe automatically from the same directory dpmgui exists? It's kind of odd to look for the exe everytime I launch the program. At least it remembers the folder I used previous time in the find file dialog Rolling Eyes
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Fri Dec 19, 2008 4:03 am    Post subject: Reply with quote

Finally managed to get the unit selection box linked to the camera angle rather than the world's axis. Oddly working out the coordinates for the box was a lot harder than getting the right units to select, which is odd, since it's theoretically a much easier task.

http://uk.youtube.com/watch?v=aRR4tqcNzjU
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scar3crow
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Joined: 18 Jan 2005
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PostPosted: Fri Dec 19, 2008 4:32 am    Post subject: Reply with quote

As I said on irc, thats very cool, particularly the use of colormod there.
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MeTcHsteekle



Joined: 15 May 2008
Posts: 397
Location: its a secret

PostPosted: Fri Dec 19, 2008 8:43 pm    Post subject: Reply with quote

haHA!! now i have somthing to commit to this thread thanks to leileilol's blender tut



now i just need to take of the heath rockets and HUD with I.P. Freely... or he might stay, the texture is right from ROTT; http://www.ibiblio.org/GameBytes/issue21/flooks/rott4.gif
still needs some touch up though
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Sat Dec 20, 2008 1:37 am    Post subject: Reply with quote

I was starting menu coding again (all my previous menu code is obtainable on my other HD) and decided to upload a "scratch" of mqc.

MenuQC is imo very underused but better documented, than csqc. Hopefully this may be useful for someone or help get MQC some purpose.
http://giffe-bin.net/files/mqc_scratch.zip

I personally prefer to use CSQC over menuqc any time I can.
But for a main menu it is not really plausible.
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Sat Dec 20, 2008 6:50 pm    Post subject: Reply with quote

This isn't at all Quake-related (Warcraft III), but I am still modding (thankfully). It helps that my LAN game buddies enjoy playing this map with me. They're actually the main driving force to getting it done. Smile



This is my Dragon Swarm map/mod. Waves of enemies come pouring in to your base, and you have to build towers to stop them from destroying your town hall.

The towers use command points (food) like normal units, and you can't build farms. Your food increases as you level up the Greater Command ability on your hero. This forces you to make do with less towers while you wait for your hero to level up. You also have to worry about upkeep, since you're mining gold for building and repairing towers.

Towers include Arrow, Glaive, Cannon, Lightning, Flame, etc. The flame towers napalm an area in a line, burning the ground for a while. I'm especially proud of these. Smile The lightning towers use chain lightning every 20 seconds or so. There's also some misc towers like the Spider Den (summons spiders) and Mine Tower (automatically mines the area around them).

This mod is nothing like the "Tower Defense" maps that Blizzard and others made. I hate those. The enemies just run right past and it's really not my style. In Dragon Swarm, enemies will attack your towers and base in overwhelming waves, and you've got to use your heroes to protect them or you're doomed.

I'll post the map itself sometime around the next stable release, for those who are interested.
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MeTcHsteekle



Joined: 15 May 2008
Posts: 397
Location: its a secret

PostPosted: Sat Dec 20, 2008 10:18 pm    Post subject: Reply with quote

looks like the town is in hell wazat, sounds like fun Very Happy
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Sun Dec 21, 2008 4:47 am    Post subject: Reply with quote

Finally getting around to replacing the horrible bmodel buildings in DiD2 with some mildly less horrible model buildings. The textures still need work.


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