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Questions about DP

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JasonX Joined: 21 Apr 2009 Posts: 92 |

Posted: Mon May 25, 2009 8:36 am Post subject: Questions about DP |

Hello Guys, I have some more questions about the Quake Engine, specifically, the DarkPlaces engine. 1) How can we create entities? For example, under Radiant or Hammer, i would select the info_message and place it in the map. When the player walks over it, a message is displayed.
I would like to study the creation of entities, since i would be using them extensively, for example: entity_switch, that when activated, opens a door, or turns a light on/off.
2) Has anyone "ported" or developed entities and gameplay control (by entities) from the Half Life engine? Scripted sequences.

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Mon May 25, 2009 11:46 am Post subject: |

Hello! You will need to use QuakeC. Inside3D has a QuakeC tutorial section to help guide you on your way to making what you need, and you can always post questions regarding code here. There's a section for getting you started that should hook you up with the qc source as well as a compiler.
Good luck!
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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Mon May 25, 2009 12:21 pm Post subject: |

The things you mention in 1) can be achieved by stock Quake entities: func_button or some triggers. _________________ Quake Maps

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JasonX Joined: 21 Apr 2009 Posts: 92 |

Posted: Mon May 25, 2009 1:01 pm Post subject: |

I already read some QuakeC tutorials, including the "Scratch" series, although it seems to be incomplete. Were i can find the rest of it, by the way? Regarding my questions, any tutorials regarding triggers or something? How can i verify if player is within an area and so on?

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Mon May 25, 2009 1:23 pm Post subject: |

http://hosted.planetquake.gamespy.com/worldcraft/tutorial/index.shtm http://web.archive.org/web/20070106042752/www.denken.com/dzone/q1mappersguide02.htm are two handy general guides. Also check out free/open map sources to see how things are setup: http://www.celephais.net/board/view_thread.php?id=60094
edit: if you are not interested in what Quake already has builtin but really want to code yourself, please tell me to shut up.
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Quake Maps

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Mon May 25, 2009 1:31 pm Post subject: |

An entity in a map has a classname, say info_message as you mentioned. This will call the void() info_message function in QC to define the characteristics of this entity, and this is how you add custom entities to a mod. By defining the function in QC you can then add an equivilent entity to your map.
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JasonX Joined: 21 Apr 2009 Posts: 92 |

Posted: Mon May 25, 2009 6:19 pm Post subject: |

Spirit wrote:
http://hosted.planetquake.gamespy.com/worldcraft/tutorial/index.shtm http://web.archive.org/web/20070106042752/www.denken.com/dzone/q1mappersguide02.htm are two handy general guides. Also check out free/open map sources to see how things are setup: http://www.celephais.net/board/view_thread.php?id=60094
edit: if you are not interested in what Quake already has builtin but really want to code yourself, please tell me to shut up.

That's exactly what i want, mate. In order to understand QuakeC a little better and do the things i want to do, i must be able to re-create the QuakeC source and understand what i did. That's why i loved the Scratch series, pretty much my point. Sadly, it's incomplete.
I'll be reading your suggested tutorials in the next hours, and i hope i get some info on how to make some scripted event or even some very simple entity. Thank you very much.
BTW: Anyone did this before? HL-style scripted events for Quake SP?

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avirox Joined: 16 Aug 2006 Posts: 109 |

Posted: Mon May 25, 2009 7:02 pm Post subject: |

JasonX wrote:
BTW: Anyone did this before? HL-style scripted events for Quake SP?

I made a mod called Quake-Life which supports most half-life single-player entities. Scripted sequences would require full half-life model and bone animation support, so it's not included, but there is basic half-life scripting ala scritped_sentence and _sequence. One day maybe I'll make these more complete..
https://customtf.svn.sourceforge.net/svnroot/customtf/quakelife/ql_src/
oh and PS. this only works properly on FTE. It will work on DP too but multi_manager will be screwed up. Have fun!

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JasonX Joined: 21 Apr 2009 Posts: 92 |

Posted: Mon May 25, 2009 8:30 pm Post subject: |

avirox wrote:

JasonX wrote:
BTW: Anyone did this before? HL-style scripted events for Quake SP?

I made a mod called Quake-Life which supports most half-life single-player entities. Scripted sequences would require full half-life model and bone animation support, so it's not included, but there is basic half-life scripting ala scritped_sentence and _sequence. One day maybe I'll make these more complete..
https://customtf.svn.sourceforge.net/svnroot/customtf/quakelife/ql_src/
oh and PS. this only works properly on FTE. It will work on DP too but multi_manager will be screwed up. Have fun!

Thank you, that will be a great base for study after i get a handle of QuakeC. Regarding DP: what's the problems with multi_manager?

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avirox Joined: 16 Aug 2006 Posts: 109 |

Posted: Mon May 25, 2009 8:44 pm Post subject: |

multi_manager uses both entity fields to activate triggers on certain timers. By default, quake engines do not register any unknown fields specified in entities, and thus discard them. In Quake-Life I use an FTE "feature" which stores the entity's complete spawn info (all fields) in a string which is then parsed to glean the trigger+timer information. DP does not have said "feature". If you use .ent files you might be able to create a little hack (using FRIK_FILE) to get the info, but it would be quite dirty.

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JasonX Joined: 21 Apr 2009 Posts: 92 |

Posted: Mon May 25, 2009 9:32 pm Post subject: |

Well, i tried running it into DP, but lot's of problems, like buttons not opening doors, player falling outside the map (had to use no clip to test the maps), and etc. Also, initially, DP was not finding the WADs, though i fixed this by moving them to a "textures" folder.
However, even if this is not working well with DP, i'll study the code a little bit, because that's what i was looking for. Thank you for the great piece of code, avirox.

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Mon May 25, 2009 10:22 pm Post subject: |

there's good begginer tutorials in my signature. _________________ QuakeDB - Quake ModDB Group

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avirox Joined: 16 Aug 2006 Posts: 109 |

Posted: Tue May 26, 2009 1:10 am Post subject: |

JasonX wrote:
Well, i tried running it into DP, but lot's of problems, like buttons not opening doors, player falling outside the map (had to use no clip to test the maps), and etc. Also, initially, DP was not finding the WADs, though i fixed this by moving them to a "textures" folder.
However, even if this is not working well with DP, i'll study the code a little bit, because that's what i was looking for. Thank you for the great piece of code, avirox.

You were running HL maps or quake 1 maps? Either way, it should work. Make sure "coop" is set to 1, as well

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