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Trickle Joined: 26 Mar 2009 Posts: 44 |

Posted: Tue Apr 21, 2009 12:10 pm Post subject: |

well underway! still finishing the ball, but as you can see there is a blue quake symbol side and a red quake symbol side _________________

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Trickle Joined: 26 Mar 2009 Posts: 44 |

Posted: Tue Apr 21, 2009 12:14 pm Post subject: |

8-bit skins included! _________________

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Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Tue Apr 21, 2009 2:27 pm Post subject: |

Niiiiice! Can you send me the new player and ball skins please? Here's a bigger map: http://www.quaketastic.com/upload/files/multiplayer/maps/scr2.zip

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

Posted: Tue Apr 21, 2009 4:18 pm Post subject: |

Here's an idea: Since armor doesn't appear to be present, you could use the armor display for stamina, leaving centerprint free.

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

Posted: Tue Apr 21, 2009 4:31 pm Post subject: |

yea, that'd be cool. _________________ QuakeDB - Quake ModDB Group

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Trickle Joined: 26 Mar 2009 Posts: 44 |

Posted: Tue Apr 21, 2009 7:39 pm Post subject: |

_________________

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Trickle Joined: 26 Mar 2009 Posts: 44 |

Posted: Tue Apr 21, 2009 7:49 pm Post subject: |

a rainy soccer day _________________

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

Posted: Tue Apr 21, 2009 8:33 pm Post subject: |

Awesome stuff!!! And with a lot of potential for growth! I can totally imagine tricks, tackles and other moves, new fields and - why not - a single-player tournament! It was a lot of fun, even with just bots. I only encountered two odd things. Sometimes the ball seemed to go inside, but, for some reasons, it wasn't registered as a goal. Also, at one point, the bots got stuck (see picture below), but I' sure it's just bound to happen from time time...
_________________
http://www.planetcocot.net/

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Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Tue Apr 21, 2009 9:46 pm Post subject: |

Yeah I noticed that too. That map I made was too small. And that happens because the ball's size is '-8 -8 -8' '8 8 8' and it rounds to player size clipping hull when touching the world. But if I set it to bullet size it would be kinda hard for a player to touch the ball, and you'll only see half ball when it is landed on the floor.
I uploaded a bigger map on an earlier post, and the field's size is 3616x1824 units. The field should be as close as possible to this size when making your map.
Here are 2 images showing where the ball enters or not:
Small map (soccer.bsp):
Large map (scr2.bsp):

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Wed Apr 22, 2009 3:19 am Post subject: |

Nice! (If playing soccer I get to be Brazil )

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

Posted: Wed Apr 22, 2009 3:44 am Post subject: |

It's difficult to know what to do about the extra height on the ball...

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Wed Apr 22, 2009 12:20 pm Post subject: |

Lardarse wrote:
It's difficult to know what to do about the extra height on the ball...

Make it point sized, but make it MOVETYPE_FLYMISSILE while on the ground, as that uses a player clipping hull against entities? you might need to force_retouch all the time, I'm not sure. This may or may not work, I'm not certain.
Alternatively, make it DP specific and use Q3 BSP.
_________________
Apathy Now!

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

Posted: Wed Apr 22, 2009 12:52 pm Post subject: |

I've thought of a rather complicated, rather hacky way. Have 2 entities for the ball: one that the player colides with, and another that is just the ball. Then you do something hacky where the entity that is touchable is doing tests against world at the corners, and the ball is always following it.

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Wed Apr 22, 2009 12:58 pm Post subject: |

Or use Twig and have proper physics as well _________________ Apathy Now!

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Supa Joined: 26 Oct 2004 Posts: 122 |

Posted: Wed Apr 22, 2009 5:15 pm Post subject: |

Orion: Neat mod. I wasn't sure how well the limit on jumping would work but with the limited stamina it works nicely. Might I suggest using the health counter to display stamina? Considering that there isn't anyway to lose health the counter would go unused otherwise..
Anyway, I like it. Thanks. :)

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