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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Thu Jul 19, 2007 2:43 pm Post subject: |

FrikaC wrote:
Try removing the line missile.owner = self;

Oops!..
Thanks FrikaC!
Now it work. Humm... Interesting. Seems setorigin is not instant on QW, as is the new location is near, the entity location is interpolated!
Cool, I am learning new stuff

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 (vector org) GunShot = {
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() MakeSoSelectorExists = {
if (!self.selector || self.selector == world) {
self.selector = spawn();
setmodel (self.selector, "progs/hud.spr");
}
};
void() W_Select =
{
local vector source;
local vector org;
local float len;
MakeSoSelectorExists();
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) {
setmodel(self.selector,"");
return;
}
//We are pointing to something
if (trace_ent)
if (trace_ent.classname=="planet") {
//This is so we avoid engine location interpolation
if(1){
remove(self.selector);
self.selector = world;
MakeSoSelectorExists();
}
setorigin(self.selector, trace_ent.origin);
sound (trace_ent, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
GunShot( trace_ent.origin );
return;
}
};

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Fri Jul 20, 2007 3:06 pm Post subject: |

New image, and latest code.

Code:
void() precache_stars = { precache_model ("progs/mundo2.mdl"); //Tei: mundo precache_model ("progs/sun.mdl"); //Tei: mundo precache_model ("progs/planet1.spr"); //Tei: mundo precache_model ("progs/sun.spr"); //Tei: mundo
precache_model ("progs/planet16.spr"); //Tei: mundo
precache_model ("progs/sun16.spr"); //Tei: mundo
precache_model ("progs/hud.spr"); //Tei: mundo
precache_model ("progs/alas1.spr"); //Tei: mundo
}
.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 (vector org) GunShot = {
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() MakeSoSelectorExists = {
if (!self.selector || self.selector == world) {
self.selector = spawn();
setmodel (self.selector, "progs/alas1.spr");
}
};
void() W_Select =
{
local vector source;
local vector org;
local float len;
MakeSoSelectorExists();
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) {
setmodel(self.selector,"");
return;
}
//We are pointing to something
if (trace_ent)
if (trace_ent.classname=="planet") {
//This is so we avoid engine location interpolation
if(1){
remove(self.selector);
self.selector = world;
MakeSoSelectorExists();
}
setorigin(self.selector, trace_ent.origin);
//sound (trace_ent, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
//GunShot( trace_ent.origin );
return;
}
};
vector rotate = '0 310 0';
void(vector org) NewPlanet=
{
local entity missile, mpuff;
missile = spawn ();
missile.solid = SOLID_BBOX;
missile.classname = "planet";
missile.skin = random()*6;
setmodel (missile, "progs/mundo2.mdl");
setsize (missile, '-16 -16 -16', '16 16 16');
setorigin (missile, org);
//setmodel (missile, "progs/missile.mdl");
//missile.avelocity = rotate + rotate *random();
//missile.velocity = '1 0 0';
//missile.movetype = MOVETYPE_FLYMISSILE ;
};
void () CreatePlanets = {
local vector endpos;
if (self.cnt<1)
return;
self.avelocity = rotate + rotate *random();
makevectors(self.angles);
endpos = self.origin + v_forward * (300 * random() + self.cnt/4 * (random()+0.5) + 50) + '0 0 120' * random() + '0 0 10';
NewPlanet( endpos );
self.cnt = self.cnt - 1 ;
bprint (PRINT_HIGH, "New planet\n");
self.nextthink = time + 0.1;
//self.velocity = '100 0 0' *random() ;
self.movetype = MOVETYPE_FLYMISSILE ;
};
entity creator;
void() CreateGalaxy = {
// bprint (PRINT_MEDIUM, "New creator... Starting\n");
//run only once
if (creator)
return;
creator = spawn();
setorigin(creator, '0 0 0');
creator.think = CreatePlanets;
creator.nextthink = time + 0.1;
creator.cnt = 32;
creator.avelocity = rotate + rotate *random();
bprint (PRINT_HIGH, "New creator\n");
};

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Fri Jul 20, 2007 4:46 pm Post subject: |

More screenshots Event icon for "Utopia" The ingame screenshot:

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Sajt Joined: 16 Oct 2004 Posts: 1028 |

Posted: Fri Jul 20, 2007 8:36 pm Post subject: |

O_o _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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

Posted: Fri Jul 20, 2007 11:58 pm Post subject: |

Sajt wrote:
O_o

I second this. Angels in space? what?

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Sat Jul 21, 2007 2:04 am Post subject: |

Suddenly, I had a vision of a classic mod birth... http://en.wikipedia.org/wiki/Star_Trek_(text_game) _________________ frag.machine - Q2K4 Project http://fragmachine.quakedev.com/

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Mon Jul 23, 2007 9:00 am Post subject: |

RenegadeC wrote:

Sajt wrote:
O_o

I second this. Angels in space? what?

Remenber the 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
Is just a icon. A suggestive one.
Anyway.. whats bad about angels in space? warhammer 40.000 has demons there...

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Sajt Joined: 16 Oct 2004 Posts: 1028 |

Posted: Mon Jul 23, 2007 9:07 am Post subject: |

Nothing wrong with it. It's pretty trippy, but that's actually pretty cool. _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Mon Jul 23, 2007 3:34 pm Post subject: |

It'd be more suggestive if that chick was nekkid.

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Tue Jul 24, 2007 6:07 am Post subject: |

/me suggests chocolate _________________ Look out for Twigboy

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Wed Jul 25, 2007 2:10 am Post subject: |

_________________ frag.machine - Q2K4 Project http://fragmachine.quakedev.com/

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Teiman Joined: 03 Jun 2007 Posts: 309 |

Posted: Wed Jul 25, 2007 9:46 am Post subject: |

WTF is nekkid? On google images theres only a few male porn images, and random crap, like a giant metal monsters destroying "The Burning Man" fiesta. The Burning Man mod review of PlanetQuake http://planetquake.gamespy.com/View.php?view=MOTW.Detail&id=9
Last edited by Teiman on Wed Jul 25, 2007 3:19 pm; edited 1 time in total

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Wed Jul 25, 2007 1:12 pm Post subject: |

sweet.

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