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A template for space-strategy mods has born.
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Tue Jun 26, 2007 3:58 pm    Post subject: A template for space-strategy mods has born. Reply with quote

I am socked how easy has been to create the base template to make space based mods.

I have create a big room, with "skytexture" walls (all walls that way).
And I have located a skybox with space theme.

I have created a "sphere" model with a few 'world alike" skins: lava, earth, moon, duneish, ...

I have added a mininmal scheleton mod, and make a button to spawn a "sun" (with EF_* fx), and droped these models.

TADA!.. I have created the solar system Very Happy

My next target is to implement (with that basic template) a Gualcon alike game. Maybe even with AI.
http://www.imitationpickles.org/galcon/

Expect a new mod sooon! Very Happy
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CocoT



Joined: 14 Dec 2004
Posts: 599
Location: Belly-Gum

PostPosted: Tue Jun 26, 2007 4:05 pm    Post subject: Reply with quote

Great! I can't wait to see it, Tei! Smile
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Tue Jun 26, 2007 6:23 pm    Post subject: Reply with quote

It looks crappy, because is crappy.



OH NOES, THE DEATH ST^H^H THE BIG AXE!
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Tue Jun 26, 2007 10:06 pm    Post subject: Reply with quote

Yup, I used a similar idea in my "EasterROIDS" speedmod.
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Thu Jun 28, 2007 12:00 pm    Post subject: Reply with quote

Hi!,

I need WAV files, for some events:

* Planetary Destruction sound
* Solar nova explosion sound
* Megadeath, quantic chain reaction explosion
* "Genesis", planet terraformation
* "Comunism", robots revolution
* "Utopia", angel alike sound for "perfect society,peace and love" event
* General sound for planet attacked by several ships
* "Planet under attack!". Maybe I will use some voice generator, any suggestion for a artificial voice generator?
* "Colony lost!", voice
* "Capital World under attack!", voice
* "You lost", voice

Please attach the wav file, or post a url.

I will be also nive to have a original quakeC src for QuakeWorld.
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Sajt



Joined: 16 Oct 2004
Posts: 1028

PostPosted: Thu Jun 28, 2007 8:54 pm    Post subject: Reply with quote

megadeath.wav
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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Thu Jun 28, 2007 8:56 pm    Post subject: Reply with quote

Yes Sajt. that is definitely a quantic chain reaction explosion.
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Fri Jun 29, 2007 12:23 am    Post subject: Reply with quote

Cool song name.
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CocoT



Joined: 14 Dec 2004
Posts: 599
Location: Belly-Gum

PostPosted: Mon Jul 09, 2007 9:39 pm    Post subject: Reply with quote

It looks fun, Tei Smile
How's your search for wav files going? Any luck? It feels like there should be a good amount of free explosion sounds available around, doesn't it?
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RenegadeC



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

PostPosted: Tue Jul 10, 2007 1:34 am    Post subject: Reply with quote

This looks pretty interesting, reminds me of start to an old dos game called Star Reach / Star Federation Smile

Here's some inspiration:

http://www.abandonia.com/games/936/download/StarReach.htm

Try it out Tei, might give you some ideas.
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Tue Jul 10, 2007 10:34 am    Post subject: Reply with quote

Has been a week on Italy, exploring that country. Very nice!.
Maybe I will post some photos of me on San Protocol street, Lago di Garda, Lago di Como, and a "geelaterie" (italian ultramegafantabulous amazingnescustom ice creams shops ).

I am like... reengineered and energized to make something cool.

If only I can stop of downloading anime... Very Happy

I have new ideas for this. Because I can't really make a nice lookink planet, maybe is a better idea to use sprites.

I can really make some crazy things with sprites, like builtin a counter on a 256 frames sprite Very Happy,... so the population can be marked with a sprite, the race with another, and another for selection.

Maybe I can make so poiting to a planet select it, and show a context-menu. I can make centerprint look sexier.

I can also text some crazy ideas with makestatic. So planets are static items (like torches on normal quake), but make a custom protocol message to "toggle" the view of that item.
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Wed Jul 18, 2007 9:09 pm    Post subject: Re: A template for space-strategy mods has born. Reply with quote

Hi!,

I need help.

I try to make so the player "select" world only pointing in the general direction of the planets. But I fail to "select" these. I can make the planets take damage, and firing at it with missiles, etc, kill it, but not the zing, axe or gunshots,.. so has to be something traceline related, but not idea what Sad

That code is for QW.


Code:



.float scale;
.float alpha;

.entity selector;


entity sun;
void() CheckSun =
{

    local entity sun2;
    if (sun)
        return;
       
    sun = spawn ();
   sun.owner = self;
   setmodel (sun, "progs/mundo2.mdl");
   setsize (sun, '0 0 0', '0 0 0');
   setorigin (sun, self.origin);
    sun.effects = EF_DIMLIGHT |EF_BRIGHTLIGHT;
    sun.alpha = 0.1;
    sun.scale = 5;
   
    sun2 = spawn ();
   sun2.owner = self;
   setmodel (sun, "progs/sun.mdl");
   setsize (sun, '0 0 0', '0 0 0');
   setorigin (sun, self.origin);
    sun.effects = EF_DIMLIGHT |EF_BRIGHTLIGHT;
    sun.alpha = 0.4;
    sun.scale = 2;
       
       
       
};


void() W_FireTest =
{
   local   entity missile, mpuff;
   
    CheckSun();
   
   missile = spawn ();
   missile.owner = self;
   missile.solid = SOLID_BBOX;
   missile.classname = "planet";

   makevectors (self.v_angle);

   missile.nextthink = time + 40;
   missile.think = SUB_Remove;
    missile.skin = random()*6;
    missile.scale = 0.4 + random()*8;

   setmodel (missile, "progs/mundo2.mdl");
    //setmodel (missile, "progs/planet1.spr");
/*
   if (random()*100<50)
      setmodel (missile, "progs/sun16.spr");
   else
      setmodel (missile, "progs/planet16.spr");
*/

   //setsize (missile, '0 0 0', '0 0 0');
      setsize (missile, '-16 -16 -16', '16 16 16');
   setorigin (missile, self.origin + '0 0 80') ;
   missile.takedamage = DAMAGE_AIM;
   missile.th_die = SUB_Remove;

};





void () SUB_RemoveSelector =
{
      self.owner.selector = world;
      SUB_Remove();
};


void(vector org,entity master) CreateSelector = {

   local   entity missile, mpuff;   
   
   missile = spawn ();
   missile.owner = self;
   missile.nextthink = time + 40;
   missile.think = SUB_RemoveSelector;
   setmodel (missile, "progs/hud.spr");
   setorigin (missile,org) ;
   missile.owner = master;
      master.selector = missile;

      sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);

      WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
      WriteByte (MSG_MULTICAST, TE_GUNSHOT);
      WriteByte (MSG_MULTICAST, 3);
      WriteCoord (MSG_MULTICAST, org_x);
      WriteCoord (MSG_MULTICAST, org_y);
      WriteCoord (MSG_MULTICAST, org_z);
      multicast (org, MULTICAST_PVS);

};


void() W_Select =
{
   local   vector  source;
   local   vector  org;
   local float len;

   len = 4192;

   makevectors (self.v_angle);
   source = self.origin + '0 0 16';
   traceline (source, source + v_forward* len, FALSE, self);
   if (trace_fraction == 1.0)
      return;
   
       
      if (trace_ent)
      if (trace_ent!=world)
   if (!trace_ent.selector)
   if (trace_ent.classname=="planet") {
      CreateSelector(trace_ent.origin,trace_ent);
   }

      bprint (PRINT_HIGH, ":", ftos(trace_fraction), "\n");
      if (trace_ent) if (trace_ent.classname)
              bprint (PRINT_HIGH, ":", trace_ent.classname , "\n");



};
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FrikaC
Site Admin


Joined: 08 Oct 2004
Posts: 947

PostPosted: Wed Jul 18, 2007 11:45 pm    Post subject: Reply with quote

How are the planet entities set up? I see the Sun stuff, but it's set to 0 0 0 by 0 0 0, so obviously that's not interactive.
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Thu Jul 19, 2007 7:43 am    Post subject: Reply with quote

FrikaC wrote:
How are the planet entities set up? I see the Sun stuff, but it's set to 0 0 0 by 0 0 0, so obviously that's not interactive.


Is the "W_FireTest" function. Ignore the call to CheckSun();. Sorry about the naming, is poorly named and indented Sad


note: the sun thing is called once, and spawn a "planet" with sun model, with rocket fx
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FrikaC
Site Admin


Joined: 08 Oct 2004
Posts: 947

PostPosted: Thu Jul 19, 2007 2:36 pm    Post subject: Reply with quote

Try removing the line missile.owner = self;
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