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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Fri May 28, 2010 4:59 pm Post subject: |
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mrgreezy3 wrote: | hey dr. showdow i can add sprite muzzleflashes in the weapoms code but i need your most recent source the one you posted has errors i would like to try to code it in..
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This is problematic because the current source code is the code for upgrade patch b, which isn't ready for release yet. (What really makes it problematic is that there were some changes that required modification to the maps, and a new character was also added; The model hasn't been finished for the new character, and due to the body ergonomics of said character, I can't just slap a new skin on the regular player model. I'll PM the modeller today and see if I can get 'em to finish up the model, but no promises.)
Incidentally, I once tried adding sprite muzzleflashes, but quickly came to the conclusion that without tags, showonlytoclient, and nodrawtoclient, really ugly things happen, such as having a muzzleflash coming out of your forehead when you run up stairs / slopes while shooting. If Kurok has interpolation, just force MDave to quit being lazy and add mh's DirectQ interpolation fix.
BTW, what errors are you getting? What compiler are you using to compile the source with? It should work with FrikQCC with /o1 switch. (and by extension it *should* work with FTEQCC)
mrgreezy3 wrote: |
also dr. Shadowborg can you please give me a list of the weapons in the mod like the code for quark or worldcraft
example:
weapon_grenadelauncher : grenades like that
i would like to see all the availible weapons, how do i use the dynamite i picked up i already have the buttons ready for psp
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This was made with backwards compatibility with standard quake maps in mind, so here's the brief list:
item_armor1 : SP Drink, allows you to blast jump once. You can only carry two at a time.
item_armor2 : Force Belt, a prototype shield belt that reduces damage. Can be thrown out on overload mode, which will generate a micro-black hole that sucks in enemies.
item_armorInv : Ring of Power, A duration powerup that changes the primary attack profile of your firearms based weapons. (Does nothing for thrown weapons, such as dynamite and smartgrenade) Can also be used to summon the dreaded item_deathball.
weapon_supershotgun : Boomstick, otherwise known as shotgun. You can shotgun jump by aiming down at the ground and using the secondary.
weapon_nailgun : Machinegun.
weapon_supernailgun : Combat Kit. In this beta, it gives a shotgun, machinegun, and a blaster upgrade, plus some ammo for those weapons. This exists as such because some dm maps don't have the regular nailgun, but DO have the SNG.
weapon_grenadelauncher : Remote Detonator, aka Dynamite. To use them, just throw some bundles out with the primary (aim for wall surface on destroyable objects and terrain, it should latch on and go beep-beep), then blow them up with the secondary. Note that these have a relatively short lifespan, and will blow up on their own after a while.
weapon_rocketlauncher : Stakegun.
weapon_pbmagnum : Blaster. Upgrades your blaster one level if you're not at lv.3. If at level 3, gives you stone beam ammo instead. (turns enemies to stone temporarily)
weapon_lightning : Particle Cannon, aka plasma gun.
weapon_sgrenades : SmartGrenades. Note that this and item_artifact_invisiblity will both put smartgrenades on the map. This is because the Ring of Shadows was removed from the game, it's effect is used for the player's view when he gets turned into stone.
item_artifact_invulnerability : Icon of Hate. Absolute power for 30 seconds. (quad and invulnerable.) Taking this item in DM will cause any item_artifact_super_damage on the same level to respawn sooner, provided it isn't already present and pickupable. If I remember right, the only other way you can kill somebody with this is to use a Force Belt overload to suck them into another universe in gibs. (not sure if I remember this right though)
item_artifact_super_damage : Fury Breaker. The polar opposite of Icon of Hate, this imparts 30 seconds of regeneration, negates the quad damage (and reduces) damage from anybody holding the Icon of Hate, plus allows any of your weapons to do quad damage to anybody currently holding the Icon of Hate.
This should cover everything weaponry related in beta 3.
mrgreezy3 wrote: |
does anyone have any maps for this game besides the one that came in beta 3 or does anyone have any maps that dont look too quakish i can add to this mod, right now i am testing with kurok maps but i dont think all weapons spawn up thanx again man
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Unfortunately no. I'm working on some more, but...well...you know...good maps don't grow on trees, and it takes time to make them...and...It's...just me making them. (goldenboy offered to make one once, but I'd rather he focus on RMQ instead, because the entity set for hellsmash isn't really done yet.)
mrgreezy3 wrote: |
P.S: PLEASE SOMEONE HELP ME WITH THIS BOB SITUATION ITS LIKE IM DRUNK OF SOMETHING THE WAY MY SCREEN MOVES AROUND WHAT FUNTION DO I EDIT IN THE CONFIG FILE PLEASE!!!! |
What frag.machine said. _________________ "Roboto suggests Plasma Bazooka." |
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mrgreezy3
Joined: 26 May 2010 Posts: 25
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Posted: Fri May 28, 2010 6:59 pm Post subject: |
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thanx for the useful info, also all is well i fixed the bob situation it was the v_idlescale that was doing it not i will adjust the bob to my liking and clean up the map folder.....
dr. shadowborg i can pm you the muzzle flash code and you can try to intergrate it to your code it is very simple and easy to use i can copy the code from where i have it and give it to you to add in if possible ur mod would look so much better with muzzle flash sprites
how do i access the grenades and dynamite i can never get to it thru weaponswitch and does trinary fire work????
imma get the best maps together i have with waypoints for and put it in the pack and do some hex editing on the engine
ttyl guys with update |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Fri May 28, 2010 9:52 pm Post subject: |
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mrgreezy3 wrote: |
dr. shadowborg i can pm you the muzzle flash code and you can try to intergrate it to your code it is very simple and easy to use i can copy the code from where i have it and give it to you to add in if possible ur mod would look so much better with muzzle flash sprites
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I'll consider adding it if you send it, but keep in mind I reserve the right to refuse to put it in if I think it looks bad. (if it makes it in, your name will be in the readme.txt's credits)
mrgreezy3 wrote: |
how do i access the grenades and dynamite i can never get to it thru weaponswitch and does trinary fire work????
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Trinary fire has been removed, it no longer exists in beta 3.
Removal from the weaponcycle for dynamite and smartgrenades was a "feature" in beta3a. Unfortunately in a console enviroment, this is required, so...
* Link disabled at request of mrgreezy3 *
Hosted at quaketastic, because quakedev is being a dork again "disk full, try again later". I'll put it up on quakedev later once quakedev decides to quit being finicky.
This file contains:
progs.dat with dynamite and smartgrenades in weaponcycle
PSP logo (.png format)
PSP Title (.png format)
PSP Alternate Title (.png format)
custom conback.lmp
Just extract directly into the root of your hellsmash folder.
Use whichever title .png floats your boat better. _________________ "Roboto suggests Plasma Bazooka."
Last edited by Dr. Shadowborg on Mon May 31, 2010 9:02 pm; edited 1 time in total |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Fri May 28, 2010 11:00 pm Post subject: |
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mrgreezy3 wrote: |
dr. shadowborg i can pm you the muzzle flash code and you can try to intergrate it to your code it is very simple and easy to use
ttyl guys with update |
Sprite muzzleflashes don't mix with view offsets and aim, it's inconsistent with aiming up and down... not to mention how ugly it would look in software requiring a big blocky low-resolution sprite to be close to your view to not clip. It's only good for viewmodeltoclient extension situations _________________
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mrgreezy3
Joined: 26 May 2010 Posts: 25
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Posted: Sat May 29, 2010 5:16 pm Post subject: |
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i am almost finish with putting this together i just ask for a couple of things dr. shadowborg if you dont mind:
1: can you make another picture like hs_title But dont out the p99 put the other weapons(seperate pic please of just weapons) im trying something with the gfx.wad file
2: do u have some type of theme music or a special song you want as menu music or intro music is so give me link or files
i think thats all for now
Reason for not releasing yet:
the gfx menu is not mines a friend gave it to me for another quake mod i ported (q2a psp)... once i make a custom menu for Dr. Shadowborgs Mod i will first show video on youtube and will post link to game here so it can be uploaded somewhere safe
thats all for now guys the vid will be up soon im just tryna find some good maps from other quake mods ( trying to get non quakish maps this is like a futuristic mod to me)
1 more thing DR. : when i play teams it works but both teams have the same skin is there a way i can fix this imma try something i had in mind and post update on it and almost forgot dr. shadowborg ur maps are to large(maybe the lighting not too sure) for this this imma try to get a mapper i have someone in mind |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sat May 29, 2010 6:39 pm Post subject: |
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mrgreezy3 wrote: | i am almost finish with putting this together i just ask for a couple of things dr. shadowborg if you dont mind:
1: can you make another picture like hs_title But dont out the p99 put the other weapons(seperate pic please of just weapons) im trying something with the gfx.wad file
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Sure, here:
http://www.quaketastic.com/upload/files/misc/hs_weaponshots.zip
mrgreezy3 wrote: |
2: do u have some type of theme music or a special song you want as menu music or intro music is so give me link or files
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Unfortunately I don't have any theme or special song for this, though I did listen to Jam Project's Stormbringer a lot while making the map. (hence why the map is named such.) You could probably find this song on youtube, or daitrombe.net, but using it probably wouldn't be legal.
mrgreezy3 wrote: |
thats all for now guys the vid will be up soon im just tryna find some good maps from other quake mods ( trying to get non quakish maps this is like a futuristic mod to me)
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Make sure you get permission from the original authors before you release this then. (/me doesn't wanna get sued and then forced to abandon hellsmash)
Also note that while the feel is futuristic, this mod is also MULTIVERSEY, which means all things are possible because of the slipgates. (think like turok, or UT or any of the other thingies out there that are like that)
mrgreezy3 wrote: |
1 more thing DR. : when i play teams it works but both teams have the same skin is there a way i can fix this imma try something i had in mind and post update on it
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This is somewhat problematic in a console enviroment. The Beta 3b patch addresses this for frikbots. (but not human players, they were expected to use the alias shortcuts for changing skins.) I'm not quite sure what I should do for this...
The good news is my modeller said that they were gonna bump the new character's model up in priority, so maybe it'll be done soon and I'll be able to release beta 3b.
mrgreezy3 wrote: |
and almost forgot dr. shadowborg ur maps are to large(maybe the lighting not too sure) for this this imma try to get a mapper i have someone in mind |
Ah HA! So Stormbringer DOES stomp the PSP's hardware! MUAHAHAHAHAHAHA!!!!1111!!!
Seriously though, if you do find somebody, (and I've released beta 3b by that point) I can provide a worldcraft 3.3 .fgd file, which should make things a little easier... _________________ "Roboto suggests Plasma Bazooka." |
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mrgreezy3
Joined: 26 May 2010 Posts: 25
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Posted: Sat May 29, 2010 8:13 pm Post subject: |
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just a little update i have found some good maps to play on and they are not from mods they are just user created maps, i dont think you would have to abandon your project, because these maps are free to download .... here is where i got them from
http://mpqarchive.pauked.com/ : pretty good site
I am working on making the menu myself i have a nice horror font i found online so i will be making the menu myself , i have also made a crosshair if you can code a crosshair to each weapon i can create each 1 the kurok engine has 5 or 6 different crosshairs (basically for each weapon)
one mapper has contacted me and told me he will give me a military map so i will add it to the engine via hex
also dr. shadowborg i have shorten ur readme a little and added a little info concerning the psp(all credits for mod is still in pack)
i just made it shorter cause some people dont like to read....(ATLEAST I DID) |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sat May 29, 2010 8:45 pm Post subject: |
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mrgreezy3 wrote: | just a little update i have found some good maps to play on and they are not from mods they are just user created maps, i dont think you would have to abandon your project, because these maps are free to download .... here is where i got them from
http://mpqarchive.pauked.com/ : pretty good site
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Yeah, but you still have to check the readme permissions. Some of them say that you can only distribute them as the original archive.
And then there are the "Authors MAY NOT use these maps as a base for additional work" clauses...
mrgreezy3 wrote: |
I am working on making the menu myself i have a nice horror font i found online so i will be making the menu myself , i have also made a crosshair if you can code a crosshair to each weapon i can create each 1 the kurok engine has 5 or 6 different crosshairs (basically for each weapon)
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That's a hardcoded engine specific mod your asking for, meaning the answer is unfortunately no. (not that I wouldn't LIKE to do this, it's just that it would mean locking Hellsmash to certain engines, something I don't want to do until sajt gets goldquake up to spec. Just for reference, winquake (and probably fitzquake) only support 1 crosshair and that's the + from conchars in gfx.wad.)
mrgreezy3 wrote: |
one mapper has contacted me and told me he will give me a military map so i will add it to the engine via hex
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That's cool, but what does "add it to the engine via hex" mean? (please tell me MDave didn't do something evile with the kurok engine, like hardcoding maps or something like that instead of making it something simple like maplist.txt...)
mrgreezy3 wrote: |
also dr. shadowborg i have shorten ur readme a little and added a little info concerning the psp(all credits for mod is still in pack)
i just made it shorter cause some people dont like to read....(ATLEAST I DID) |
I suppose this is okay, just don't remove any important information on how to play okay? _________________ "Roboto suggests Plasma Bazooka." |
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Sun May 30, 2010 3:27 pm Post subject: |
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If you guys want I can make a small engine mod of the Kurok engine to give you a custom HUD and menu for Hellsmash on the PSP.. |
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mrgreezy3
Joined: 26 May 2010 Posts: 25
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Posted: Mon May 31, 2010 2:45 pm Post subject: |
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Downsider wrote: | If you guys want I can make a small engine mod of the Kurok engine to give you a custom HUD and menu for Hellsmash on the PSP.. |
downsider your the man hook it up i dont wanna use kuroks engine and i know you can do it.... thats you breadsticks right????
i been trying to get mappers for this mod. im no good with mapping but imma try wc and see if i can make a map atleast
Downsider: if you can do that engine it would be sweet , i hope i will be able to create waypoints from the psp like i do for our solitude beta.... i already have the config file ready..
also downsider if you do the engine please put a user map section in the engine so you can freely pick maps i hate the console seriously
Info on Menu: well i tried red and it came out looking very stupid so imma freehand the text on my touchsceen hp and see how it comes out i should be done by tonight if i decide to pick my psp up todaY (been playing ufc 2010 . thats a must buy) |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Mon May 31, 2010 5:20 pm Post subject: |
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Downsider wrote: | If you guys want I can make a small engine mod of the Kurok engine to give you a custom HUD and menu for Hellsmash on the PSP.. |
Sounds good, though somebody should post some screenshots of the end layout, (remember, I don't have a PSP) so I have something to go off of later when it comes time to backport it for the PC.
mrgreezy3 wrote: |
i been trying to get mappers for this mod. im no good with mapping but imma try wc and see if i can make a map atleast
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Yeah...I've found that it's generally better (well, easier and less stressful) to make maps yourself, rather than ask around... Do check out Baker's GPL maps links, that could net you some usable maps fairly quickly.
Incidentally, I used to be no good with mapping myself. A good way to learn and get better is to load up a few of your favorite maps in quake, and look closely at the architecture and trimmings on walls, ceiling and floor. Note what the mappers did, and then try to emulate it. (Sorta like starting out with a completely bare room, then picking and choosing from "prefabs" such as chair, sofa, painting, lights, table / desk, carpet, etc. Once you get decoration down, a sense of proper scale (using a good grid like 16 units helps with this), and a grasp of base architecture shapes (square room, hallway, stairs, doors, etc), things get alot easier...though thinking three dimensionally can be a challenge.)
Come to think of it, if anybody particularly wants the .rmf files for hs_skill.bsp, and hse1m1.bsp, I could probably put 'em up somewhere...
mrgreezy3 wrote: |
also downsider if you do the engine please put a user map section in the engine so you can freely pick maps i hate the console seriously
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This sounds like a good idea, even for general purpose use on the PSP. (Though it's entirely up to Downsider, who will be doing all the work on this front.)
mrgreezy3 wrote: |
Info on Menu: well i tried red and it came out looking very stupid so imma freehand the text on my touchsceen hp and see how it comes out i should be done by tonight if i decide to pick my psp up todaY (been playing ufc 2010 . thats a must buy)
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The only handheld console games I'm looking forward to are EF Exceed, SRW Masou Kishin, Metal Max 3, and Golden Sun 3. (The first three are actually just hoping Atlus brings them over pipe dreams...) _________________ "Roboto suggests Plasma Bazooka." |
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mrgreezy3
Joined: 26 May 2010 Posts: 25
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Posted: Mon May 31, 2010 6:17 pm Post subject: |
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i am currently converting my avi vid of hellsmash beta 3 psp to a smaller format since my internet kinda sucks it may take a while to get this vid on youtube, no later then today i will post a link up with some footage from hellsmash beta 3 on psp but no download link will be available until We decide whats the verdict with that engine modification. Dont wanna release it until we have it really situated
Downsider: Can you code the engine so the folder it looks to load is named HellSmash. this is how i have my psp set up so all that would have to be done is a simple switch of the eboot. I dont even have a Id1 folder on my psp i dont know for sure if i have the pop.lmp but i know i have no Original q1 maps on there.(is it possible to get this to load without that pop.lmp similiar to kurok?)
About User map option: this would make things so much easy when it comes to loading a map. you can still have certains maps in engine. and you can pick any map from ur memorystick in the maps folder....SWEET!!! |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Mon May 31, 2010 7:35 pm Post subject: |
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I'm not doing too much for you guys because I have exams and my own projects and whatnot, obviously, but I will give you:
1) HUD
2) Menu
3) More modern particles
4) That map selection thingie you were talking about |
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mrgreezy3
Joined: 26 May 2010 Posts: 25
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Posted: Mon May 31, 2010 8:45 pm Post subject: |
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Downsider wrote: | I'm not doing too much for you guys because I have exams and my own projects and whatnot, obviously, but I will give you:
1) HUD
2) Menu
3) More modern particles
4) That map selection thingie you were talking about |
thanks alot downsider just 1 thing will you make it so it will load the "HellSmash" directory??
Dr Shadowborg : i was Wondering if you Dont mind Pulling Down the Links in this topic to fix hellsmash to work for the psp(the sprite fixes and progs.dat for psp) because once i upload this video and people see it they are gonna google your mod and find this topic and try to download the files before we even have it ready for the psp community. I have spent 2 days trying to get your mod to work before i found out what was wrong. its ok if you dont wanna take the links down concerning the psp i understand. |
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