Inside3D!
     

Wanted: Smokescreen Grenade
Goto page Previous  1, 2, 3, 4  Next
 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming
View previous topic :: View next topic  
Author Message
MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Tue Mar 24, 2009 5:30 pm    Post subject: Reply with quote

OneManClan wrote:

Every night, before I sleep, I close my eyes and fantasize about throwing one. Smile


Now that's bordering on the creepy :p

Do you have a link to the source code for he mod used on the server?
_________________
Apathy Now!
Back to top
View user's profile Send private message
OneManClan



Joined: 28 Feb 2009
Posts: 62

PostPosted: Wed Mar 25, 2009 8:36 am    Post subject: Reply with quote

MauveBib wrote:
OneManClan wrote:

Every night, before I sleep, I close my eyes and fantasize about throwing one. Smile

Now that's bordering on the creepy :p


Twisted Evil
MauveBib wrote:
Do you have a link to the source code for he mod used on the server?


!!
Yes, it's here:
http://users.tpg.com.au/andreasx/agr/ClassicProzac_6-12-08.zip

[EDIT: 'sbitems.qc' seems to be the place for special grenades, but it's up to you if you want to put it there, or somewhere else. Also, since this is CustomTF, and the gren will purchased from a menu, I can take care of that (cutfmenu.qc) , though I'm still not sure how much it should cost; probably around $1000, and also I'm not sure how to limit their use so the map doesn't become one big mess; maybe limit it to 1 active gren at a time on the map, OR players can only carry 1 (in that case they can cost $800), and you get 2 with ammo bandolier.]


OneManClan
Back to top
View user's profile Send private message
OneManClan



Joined: 28 Feb 2009
Posts: 62

PostPosted: Mon Mar 30, 2009 7:05 am    Post subject: Reply with quote

OneManClan wrote:
MauveBib wrote:
OneManClan wrote:

Every night, before I sleep, I close my eyes and fantasize about throwing one. Smile

Now that's bordering on the creepy :p


Twisted Evil
MauveBib wrote:
Do you have a link to the source code for he mod used on the server?


!!
Yes, it's here:
http://users.tpg.com.au/andreasx/agr/ClassicProzac_6-12-08.zip

[EDIT: 'sbitems.qc' seems to be the place for special grenades, but it's up to you if you want to put it there, or somewhere else. Also, since this is CustomTF, and the gren will purchased from a menu, I can take care of that (cutfmenu.qc) , though I'm still not sure how much it should cost; probably around $1000, and also I'm not sure how to limit their use so the map doesn't become one big mess; maybe limit it to 1 active gren at a time on the map, OR players can only carry 1 (in that case they can cost $800), and you get 2 with ammo bandolier.]


OneManClan


Hey MauveBib,

Just so you know, I do have access to programmers who know the CustomTF code inside-out, so if it's easier for you, I can just get them to do the 'installing the gren into the mod' part.

thanks,

OneManClan
ps. Can't wait! Twisted Evil
Back to top
View user's profile Send private message
MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Fri Apr 24, 2009 2:24 pm    Post subject: Reply with quote

Apologies for the delay, but I'm sure you understand I have higher priorities.

Here's a link to the code and a sample quake (not QW) mod where the smoke grenade replaces the grenade launcher.

http://elf.planetquake.gamespy.com/smoke.zip
_________________
Apathy Now!
Back to top
View user's profile Send private message
OneManClan



Joined: 28 Feb 2009
Posts: 62

PostPosted: Sat Apr 25, 2009 7:32 pm    Post subject: Reply with quote

MauveBib wrote:
Apologies for the delay, but I'm sure you understand I have higher priorities.

Here's a link to the code and a sample quake (not QW) mod where the smoke grenade replaces the grenade launcher.

http://elf.planetquake.gamespy.com/smoke.zip


THANK YOU!!!!

Very Happy

It's being installed into the AGR Custom TF menu system as we speak!

It will probably make its world debut at the Weekly AGR Session on Sunday May 3rd (next week!!!). I'll be wearing my tux. MauveBib - u ARE gonna be there, right?!?! Smile

Can't wait.


OneManClan


Last edited by OneManClan on Sat Apr 25, 2009 7:52 pm; edited 1 time in total
Back to top
View user's profile Send private message
MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Sat Apr 25, 2009 7:40 pm    Post subject: Reply with quote

I'll certainly make an attempt to be there, but I'll certainly drag the average player quality down Smile
_________________
Apathy Now!
Back to top
View user's profile Send private message
OneManClan



Joined: 28 Feb 2009
Posts: 62

PostPosted: Sat May 16, 2009 4:38 am    Post subject: Reply with quote

UPDATE ON THE SMOKESCREEN GRENADE:

It's been installed, and is ready to go! Very Happy

But, now I'm getting greedy...! I want a 'hiss' sound to emanate from the gren. I made the wav, and got it to work, as follows:


Code:
void() SmokeGrenadeExplode =
{
   // sound
   sound (self, #CHAN_WEAPON, "weapons/sss3.wav", 0.5, #ATTN_NORM);   // hiss
   
   self.attack_finished = time + SMOKE_SPRAYTIME;
   self.think = GrenadeSmoke;
   self.nextthink = time + 0.2;
};


This makes a nice 'hiss' sound, and it gets quieter as you move away from the gren. Nice. It currently loops forever; so ...

How do I make it stop?! Surprised
All I can think of is to play a 'silence' wav on the same channel. But where? I tried different spots:
Code:
if (total_smoke > SMOKE_MAXIMUM)
{
sound (self, #CHAN_WEAPON, "ambience/silence.wav", 0.5, #ATTN_NORM);
      return;
}


.. but no go. I think the above section only 'returns' temporarily if the current sprites in the world are over the 'max allowed'. Does it need to go into a separate function? I can delay the playing of the silence the same number of seconds the gren is set to last (SMOKE_SPRAYTIME), but where do I call this function? I tried to put it in the main function (SmokeGrenadeExplode ), but I get the impression that there can only be ONE self.nextthink per function.



OneManClan


Last edited by OneManClan on Sat May 16, 2009 10:12 am; edited 2 times in total
Back to top
View user's profile Send private message
MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Sat May 16, 2009 5:02 am    Post subject: Reply with quote

Sounds like the problem is with your wav file. Sounds like your file is set to loop. Take a look at the properties of the file in a sound editor.

sound() should only play the sound once, not forever.
_________________
Apathy Now!
Back to top
View user's profile Send private message
OneManClan



Joined: 28 Feb 2009
Posts: 62

PostPosted: Sat May 16, 2009 5:39 am    Post subject: Reply with quote

MauveBib wrote:
Sounds like the problem is with your wav file. Sounds like your file is set to loop. Take a look at the properties of the file in a sound editor.

sound() should only play the sound once, not forever.


I made the 'sssss' sound loop on purpose, to minimise the size of the .wav - I thought this was standard procedure with long/ambient /loopable sounds. I'd like it to last as long as the smoke is being created and that means over 10 seconds.

What should I do?


OneManClan
Back to top
View user's profile Send private message
frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Sat May 16, 2009 4:52 pm    Post subject: Reply with quote

The engine will always play a looped sound forever. You may want to take a look in the doors/plats code to see how they deal with the start/loop/end sounds and do the same for your smoke grenade.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/
Back to top
View user's profile Send private message Visit poster's website
MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Sat May 16, 2009 5:37 pm    Post subject: Reply with quote

Just make the sound 10 seconds or however long, it's by far the simplest and easiest option. It's a matter of saving a few kilobytes, and a non-looped sound is actually easier on the netcode (albeit marginally), as you don't have to send a message to stop the sound.
_________________
Apathy Now!
Back to top
View user's profile Send private message
OneManClan



Joined: 28 Feb 2009
Posts: 62

PostPosted: Sun May 17, 2009 10:18 am    Post subject: Reply with quote

[EDIT: Prob solved! Very Happy Apparently having the loop setting in the Cubase arrange window 'on' affects files rendered. I turned it off, and outputted the .wav again. No loop! Still it would be nice to know how to do this to an existing audio file.]

MauveBib wrote:
Just make the sound 10 seconds or however long, it's by far the simplest and easiest option. It's a matter of saving a few kilobytes, and a non-looped sound is actually easier on the netcode (albeit marginally), as you don't have to send a message to stop the sound.


Ok, I made a new 11 second .wav (16 bit, 22Khz), and installed (again) with:

Code:
sound (self, #CHAN_WEAPON, "weapons/ssss22.wav", 1.0, #ATTN_NORM);   // hiss


but it loops!?? Mad

I didn't set a loop, and I have no idea how to remove it. I used the information here to loop the earlier version, but how do I REMOVE a loop?


OneManClan
ps. I have soundforge, cooledit, Cubase, AND Wavelab, and I cant find any info anywhere on removing a loop. Evil or Very Mad
Back to top
View user's profile Send private message
Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Sun May 17, 2009 5:00 pm    Post subject: Reply with quote

You might have to hexedit the file to remove the loop points.
Back to top
View user's profile Send private message
OneManClan



Joined: 28 Feb 2009
Posts: 62

PostPosted: Wed Jun 03, 2009 2:24 pm    Post subject: Reply with quote

Hey guys,

The Smokescreen Grenade has been installed, and I'd like to invite all those who are interested to it's World Debut, at this Sunday's Weekly AGR Session. Below is the 'press release' which was sent to those on the AGR Mailing List.

MauveBib, you ARE gonna be there, right? Smile


OneManClan
================================

Men and women of CustomTF,

This Sunday, the 7th of June 2009, will be a very special day in the history of CustomTF. Most regular AGR players have already seen the steady trickle of changes over the last few months, as my dream coding requests have come true, many subtle tweaks, a few fairly major changes; but after this week, anyone who hasn't played for a while will be in for a BIG shock.

For this Sundays Weekly AGR Session will be the debut of a brand new weapon in the world of CustomTF. And this WILL change gameplay (more on this issue below). Until it is revealed on Sunday, I will continue to refer to it by its codename 'Project Shield'.

What is 'Project Shield'? C'mon, I just told you it's a secret! Wink Ok, ok, if you insist, I will give away three things:

    1. It is a grenade.

    2. It will cost $1400.

    3. It does no damage whatsoever. To anything.


"Wtf? An expensive grenade that does no damage?? Have you lost it OMC? What's the point of that??"

Come along this Sunday, 22:00 GMT, tastyspleen.net:26666, and you'll see!!

This is also the last of the current coding changes to AGR Custom TF. Progress has stalled on SkinBlind, and whether it ever sees the light of day is up to the Gurus. Sadly, for all the changes I've made, SkinBlind requires a level of programming ability which I simply don't have.

So, this Sunday will be like the official debut of 'AGR2'. For this special occasion, there will be no warm up map. The Classic 2fort5r will be the first map ever played with the new weapon. Contrary to AGR policy, this weapon WILL change gameplay, so it will NOT be available for all games, and it might even be disabled for entire sessions, depending on the scheduled maps, and how it works out in practice. This is NEW people, and no-one knows for sure what will happen, at this weeks:

What: Weekly AGR Session
Where: tastyspleen.net:26666
When: Sunday 22:00 GMT. Convert this to your timezone here:
Who: Anyone who wants to throw a ********** grenade!!!
Why: Because it will be a TF game unlike any other you have ever played!


Map Schedule:

1. 2fort5r (60 minutes*)

2. rock2 (60 minutes*)

3. To Be Announced (60 minutes*)

4. To Be Announced (50 minutes*)


* times may vary depending on player numbers, vibe, and quality of teamplay.

AGR VENTRILLO SERVER: 78.129.193.9, port 4298, AGR (Red+Blue) channels.
---------------

Btw, there may be guests from outside the CustomTF world coming to see 'Shield' in action, so please be nice Smile

...and see you all Sunday!!


(I can't f**king wait! Twisted Evil )


OneManClan
ps newbies please make sure you read the AGR Session FAQ
Back to top
View user's profile Send private message
Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Fri Dec 18, 2009 12:02 am    Post subject: Reply with quote

MauveBib wrote:
Apologies for the delay, but I'm sure you understand I have higher priorities.

Here's a link to the code and a sample quake (not QW) mod where the smoke grenade replaces the grenade launcher.

http://elf.planetquake.gamespy.com/smoke.zip


Does anyone have a mirror of this because would like to check it out. It seems awesome.
_________________
Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> QuakeC Programming All times are GMT
Goto page Previous  1, 2, 3, 4  Next
Page 3 of 4

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group