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MeTcHsteekle



Joined: 15 May 2008
Posts: 397
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PostPosted: Tue Dec 23, 2008 1:34 am    Post subject: Reply with quote

SamUK wrote:
Am not a coder but cant you do it with a sprite?


i could, but i cant use the image right from ROTT, for obvious reasons, and also blender dosen't make sprites Wink
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mh



Joined: 12 Jan 2008
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PostPosted: Tue Dec 23, 2008 1:56 am    Post subject: Reply with quote

Sprites are ugly as well.
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MauveBib



Joined: 04 Nov 2004
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PostPosted: Wed Dec 24, 2008 1:07 am    Post subject: Reply with quote

A flamethrower, eventually for Nexuiz...

http://uk.youtube.com/watch?v=SAXUvmMy7AQ
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Wazat



Joined: 15 Oct 2004
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PostPosted: Wed Dec 24, 2008 2:30 am    Post subject: Reply with quote

nice! That could be a very nice addition to the nexuiz weapon lineup.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Tue Dec 30, 2008 9:43 pm    Post subject: Reply with quote

I have a long list of things I'd like to complete this week that the holidays have prevented me from doing:

1. Want to see if I can add origin brush support to the Quake map compiler.

2. I want to create an easy setup Half-Life map equivalent of the Quake Adapter as a stop gap measure to maybe an enhanced Quake 1 map format with support for who knows what but maybe things such as billboards. (No ... not for "Quake" but for total conversion purposes).

3. Quicky tutorial on adding full engine 5 button mouse support to Windows both without and with dinput. Plus wrap up Half-Life map support tutorial.

4. I'd like to see if I can successfully strip off the FitzQuake texture manager and write a tutorial for that for stock GLQuake.

Future ideas:

5. Plus, I've already done a lot of experiments with the NPR renderer. I'd like to be able to separate the FitzQuake renderer and have the ability to have an engine where you can select "vanilla GLQuake, FitzQuake or NPR" as rendering options. Somehow I doubt this will actually happen this week.

6. OpenGL makes capturing live action on a server maybe impossible because of the slow access using things like glReadPixels. But the software renderer is lightning fast as far as capturing the data since it is just direct memory access. I still every once in a while think of some mechanism to stream at least video of what is currently going on on a server in a browser somehow.

7. Tonik did some awesome stuff with ZQuake(world) and the NetQuake progs capability. Part of me would really like to experiment with grafting FitzQuake's renderer to that.

8. Vehicles ... won't happen this week .. but I'd like to examine the Tomaz Miniracer skid marks and dust trails. Ever since MH wrote the chasecam through walls fix I keep thinking about this.

9. Part of me wonders if something fun to do would be implement "Just In Time" compilation and instead of progs.dat, mods would be compiled by the engine upon use. A progs.pk3 with the source would be better than a progs.dat where it is compiled ... eliminate the middle man!

10. I'd really like to see Quake be able to better interact with the clipboard. Not just copy and paste, but to also be able to some degree alter entities and textures.

/blue sky
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mh



Joined: 12 Jan 2008
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PostPosted: Wed Dec 31, 2008 1:05 am    Post subject: Reply with quote

Baker wrote:
3. Quicky tutorial on adding full engine 5 button mouse support to Windows both without and with dinput.

Oh, with DirectInput is easy. Jut create it with
Code:
lpdiMouse->SetDataFormat (&c_dfDIMouse2);
and you've got 8 button support without having to do anything much else.

Quake's DirectInput code is pretty Jurassic anyway, it needs a good overhaul.
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scar3crow
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Joined: 18 Jan 2005
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PostPosted: Wed Dec 31, 2008 3:43 am    Post subject: Reply with quote

I just did a quick design doc for a deathmatch mod. I might post it here on the forums since I'm not really a coder, and if I was, I doubt I'd have the time to pull it off. I shamelessly rip off CoD4's perk system with it (because perks and stats tracking are about the only thing that game gets right - I consider it salvage).
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Wazat



Joined: 15 Oct 2004
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PostPosted: Wed Dec 31, 2008 5:38 am    Post subject: Reply with quote

Please do post the idea!

BTW, CoD4 = Call of Duty 4? Haven't played it, though I might look up its perk system if you think there's some merit to that part.
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scar3crow
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Joined: 18 Jan 2005
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PostPosted: Wed Dec 31, 2008 6:44 am    Post subject: Reply with quote

posted.

Yeah, Call of Duty 4. The perk system is kinda neat, though they're not that imaginative with it, but you can't get too imaginative in a game of high fire rate, high damage hitscan guns that can go through surfaces, with an sv_friction on players of 16 - 20. You move really slow, and die really fast.

If you plan on playing the sp, do not look at the code, or you will know what happens. Literally. It is that scripted. It makes HL2 look like a game in comparison.
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Wazat



Joined: 15 Oct 2004
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PostPosted: Wed Dec 31, 2008 7:46 pm    Post subject: Reply with quote

I like Half Life 2, but I've never seen its code. Are you saying it's heavily scripted?

I've replied to your idea with an obscenely long post. I hope I don't wear ya out, I just started typing and... ow. lol.
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Supa



Joined: 26 Oct 2004
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PostPosted: Wed Dec 31, 2008 10:27 pm    Post subject: Reply with quote

Some of you may know I have a game design that has been in progress for a period of time measurable in years, and that the design is in a state of development hell. I try to avoid giving up on things, but it has become evident to me now that any further additions to the design will accomplish nothing of value.

So, barring any emergencies I will be taking a hatchet to that design over the next week. I know there is a game in there, somewhere, the only question is how much I'll need to hack off. Hopefully once I'm finished I'll be able to get to actually implementing it relatively shortly..

I'd like to get a moment to work on a final HOBH release too. But I have a lot of things I'd like to do. :)
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scar3crow
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Joined: 18 Jan 2005
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PostPosted: Thu Jan 01, 2009 2:15 am    Post subject: Reply with quote

Quote:
Some of you may know I have a game design that has been in progress for a period of time measurable in years

Honestly I had no clue. Which is weird considering we talk regularly, and we almost always take design...

Quote:
I like Half Life 2, but I've never seen its code. Are you saying it's heavily scripted?

You can witness the extent of scripting in HL2 simply by stopping, and watching the world around you cease to react in most cases, the 'unfolding events' are too triggered. But I'm pretty sure HL2's code doesn't have specific files for gameplay code for each map, down to the region of the map the player is in, and basic monster functions for that (like definitions of idle animations, where to walk, how to look for the player). My favorite is the room specific checks for an idle player, and spawning live grenades near them to force them along.

But this is off topic, so I will stop now.
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Zylyx_



Joined: 05 Dec 2007
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PostPosted: Thu Jan 01, 2009 12:49 pm    Post subject: Reply with quote

I have iterations of design documents dating back to 2003, probably about 50 or so different ones (each are on average 7 pages, but some are like almost 20 or more). I also have about 3.5gb of game content (mostly models and textures), that never got anywhere.

They are all in a folder I call Junk. The good thing about this is that if I ever need anything, for example, I recently needed a model of a gask mask and a helmet, I can just dig it out of there and use it, but onyl if I consider it to be of good quality. It is called the Junk folder after all Wink.
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Baker



Joined: 14 Mar 2006
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PostPosted: Thu Jan 01, 2009 1:15 pm    Post subject: Reply with quote

Supa, scar3crow, zyxlx please carry on ... nice side conversation Wink I sort of hate to post this ...

/Regrettably interrupting ...

Adding basic Half-Life map support to stock GLQuake with some almost comical slight cheating to work around things many modified engines support but that glquake doesn't:





mh wrote:
Baker wrote:
3. Quicky tutorial on adding full engine 5 button mouse support to Windows both without and with dinput.

Oh, with DirectInput is easy. Jut create it with
Code:
lpdiMouse->SetDataFormat (&c_dfDIMouse2);
and you've got 8 button support without having to do anything much else.

Quake's DirectInput code is pretty Jurassic anyway, it needs a good overhaul.


According to Rook and asking around in general, I don't think Windows supports more than 5 mouse buttons even with DirectInput.

If you know a way to support 8 mouse buttons ... I'd like to try to enable some sort of "context button" that is a "6th" button on my 5 button mouse.

I don't load mouse drivers nor router CDs or DSL/Cable CDs believing that such things should not require special software. It is possible my "6th" mouse button could somehow be enabled via the Logitech CD, but still Windows has to somehow receive the input and that is what I think the purpose of DirectInput is ...

Anyway, if you know of a way to support more than 5 buttons on Windows, that'd be really nice.
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mh



Joined: 12 Jan 2008
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PostPosted: Thu Jan 01, 2009 2:01 pm    Post subject: Reply with quote

Hmmm; I've 8-button support coded at least in DirectQ, so it might be worth trying that out to see if your 6th button works. Normally I find 3 is enough (or even just 2 and a wheel), but if you've got them and you're used to using them, then why not?

I do know that DirectInput bypasses the normal Windows messaging loop, but whether it just intercepts messages and doesn't pass them on, or whether it uses it's own funky stuff is something that probably only the trolls in Microsoft Dungeons know.

Hmmmm - I've a mouse with more than 3 buttons lying around somewhere, not quite certain if it's more than 5, but must try it out and see what happens if so.
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