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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Mon Apr 14, 2008 8:01 am    Post subject: Reply with quote

Cool shit mate! Making a csqc HUD too?
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MauveBib



Joined: 04 Nov 2004
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PostPosted: Mon Apr 14, 2008 9:17 am    Post subject: Reply with quote

I have to recode the menu to integrate it with the new external scripting system, so that seems as good a time as any to start fiddling with some csqc. Of course I've not really looked at csqc at all before, so have no idea what I'm doing, but that's always half the fun, right?
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Urre



Joined: 05 Nov 2004
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PostPosted: Mon Apr 14, 2008 2:23 pm    Post subject: Reply with quote

Absolutely. If your cursor was csqc, it'd be a lot easier to do huds, but managing the units is a lot harder then, as you need to make them shared, and basicly code all the stuff yourself whcih prydoncursor does for you. I'm doing it the hard way, using csqc all the way, and I can tell you it's no fun. Until it works, ofcourse.

If not doing csqc, you'll have to use the same kind of hack Chris does for his game, where you disable all the unit selection code and whatnot whenever the cursor is within certain bounds, hardcoded on the server. Then manage mouse clicks according to where it is in the hud, also done on server. The only thing done on client in this case is the actual drawing of the hud. This works, but IMO is messy and doesn't allow as cool stuff.

Another idea, which I guess will work best for you, is a hybrid. Run both prydoncursor code and csqc mousepointer code, and disable/enable the two depending on wether the mouse position is above the hud or not, and just have one of the pointers be a hidden one. This way you don't have to hardcode things (as much) on the server, and can do cooler things on the client side of things. It will require you to send info about hud clicks to server though, which currently has no standardized way of doing it. Currently you need to stuffcmd all commands from the client, which is what I'm doing also, until something better comes along.
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MauveBib



Joined: 04 Nov 2004
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PostPosted: Mon Apr 14, 2008 2:38 pm    Post subject: Reply with quote

Hmm. That does sound a bit of a hassle. I guess I'll have a playaround and see what seems most natural.

Either way, the current floating entities system I'm using is pretty unsustainable, espectially for multiplayer.

I'll certainly be adding a CSQC HUD for the non-clickable elements such as the cash counter, unit buying counters etc.
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MauveBib



Joined: 04 Nov 2004
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PostPosted: Wed Apr 16, 2008 10:55 am    Post subject: Reply with quote

Having updated my video card drivers I have been able to update to the most recent version of DP, but I am having issues with BSP models such as the buildings, with FPS dropping to 1 when more than a couple are onscreen.

Looks like I'm going to have to remodel the buildings as models...

I've also been discussing with Harb the possibility of resurrecting Malefic as an RTS...
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Urre



Joined: 05 Nov 2004
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PostPosted: Wed Apr 16, 2008 12:49 pm    Post subject: Reply with quote

Cool mate Smile

Yeah I'd recommend having the buildings as models in any case, it's always a bit faster.

Not to rob your thread, but it's really inspiring, makes me hope I'll have something to talk about/show sometime soon too.
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MauveBib



Joined: 04 Nov 2004
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PostPosted: Wed Apr 16, 2008 12:50 pm    Post subject: Reply with quote

Yeah, I'm very interested to hear how your project is coming along.
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Chris



Joined: 05 Aug 2006
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PostPosted: Thu Apr 17, 2008 8:11 pm    Post subject: Reply with quote

Urre wrote:
Absolutely. If your cursor was csqc, it'd be a lot easier to do huds, but managing the units is a lot harder then, as you need to make them shared, and basicly code all the stuff yourself whcih prydoncursor does for you. I'm doing it the hard way, using csqc all the way, and I can tell you it's no fun. Until it works, ofcourse.

If not doing csqc, you'll have to use the same kind of hack Chris does for his game, where you disable all the unit selection code and whatnot whenever the cursor is within certain bounds, hardcoded on the server. Then manage mouse clicks according to where it is in the hud, also done on server. The only thing done on client in this case is the actual drawing of the hud. This works, but IMO is messy and doesn't allow as cool stuff.



Haha hacks what Chris does. First off I put as much in csqc as I can, second off that was a suggestion, not what I do since I'm not even making an RTS game. Before assuming I picked a "messy" way to do something its best to make sure I'm even doing it in the first place.

Also sharing csqc ents isn't difficult at all, the only issue is updating their locations constantly to the client, I suppose this couldn't be too bad but with the amount of units you want on screen and also it possibly being mp at some point thats a lot of data. The best solution is though to share all the incoming entities, not this "Server side hack" I'm being accused of.

On the other hand what I did suggest is a lot easier and cleaner, simply involves using a tracebox with the size and origin relevant to mouse clicks, and server side you could easily write some 2d->3d projection of where to place these points in the map from the cursor_screen offsets. Its far less work and achieves the same technique, its just not very extend able beyond that and you don't have a lot of the nifty graphical features you would in csqc to show your selection box etc.

Also if you want an example of shared entities you can try my inventory thing which has source:

http://forums.inside3d.com/viewtopic.php?t=927
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Fri Apr 18, 2008 6:36 am    Post subject: Reply with quote

I only quoted what you showed me a while back. Nothing wrong with hacks, that's what Quake modding is about in the end...

Shared entities aren't a problem, unless you're trying to make them match with very few updates (every 5 seconds or so). Try that one for size, have fun with the desyncs.
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MauveBib



Joined: 04 Nov 2004
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PostPosted: Sat Apr 26, 2008 8:21 pm    Post subject: Reply with quote

I've been experimenting with terrain for future DiD2 levels:




Getting there...
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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
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Location: Las Vegas, NV

PostPosted: Sun Apr 27, 2008 12:10 am    Post subject: Reply with quote

damn Mauve, this mod is getting over the hill! *rimshot*

Looks nice though... What'dja use?
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jim



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

PostPosted: Sun Apr 27, 2008 11:58 am    Post subject: Reply with quote

Reminds me of Delta Force...
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MauveBib



Joined: 04 Nov 2004
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PostPosted: Sun Apr 27, 2008 4:59 pm    Post subject: Reply with quote

scar3crow wrote:

Looks nice though... What'dja use?


Q3BSP, a couple of shaders and a terrain generator.
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RenegadeC



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

PostPosted: Mon Apr 28, 2008 3:07 am    Post subject: Reply with quote

If those screenshots were a woman I'd make love to her.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Apr 28, 2008 4:27 am    Post subject: Reply with quote

Too bad there's no real texture blending on that so there would be a monotonous terrain lacking dirt paths and rocks
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