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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Wed Jan 25, 2006 2:50 pm Post subject: deathmatch stuff |
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I've not done any coding around mutliplayer stuff at all, and me and my son have recently started playing LAN deathmatch games and he's nagging me into making a Lunkin Deathmatch mod, so we can run round as Lunkin characters, in Lunkin maps.
Anyway so I'm now going to ask some simple, newbie, dumb questions:
- how do you change the maps listed, when setting up a new LAN game in the multiplayer menu, under "Episode Level" ?
- how do you change the player model?
- where does all the quakec multiplayer stuff go?
Cheers
ajay _________________ my site |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Wed Jan 25, 2006 3:33 pm Post subject: |
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To change the episode and maps order requires an engine change I'm afraid, since it's hardcoded.
Changing the player model is exactly the same as for a single player mod. Precache, then change the animations in player.qc to find the new model, and change the model setting line in putclientinserver.
search through the code for cvar("deathmatch") since the DM code is spread throughout the code. _________________ Apathy Now! |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Wed Jan 25, 2006 3:45 pm Post subject: |
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So if I made a mod and put my maps into a map folder, renamed as per the set maps, then played a multiplayer game from there, would it run my maps? _________________ my site |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Wed Jan 25, 2006 4:03 pm Post subject: |
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Yep, if you did that then it would, but it's an ugly solution. _________________ Apathy Now! |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Wed Jan 25, 2006 4:39 pm Post subject: |
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My very thought as I typed it
So how do "proper" deathmatch mods do it?
I know I'm really clueless about multiplayer modding. _________________ my site |
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DarkSnow
Joined: 02 Mar 2005 Posts: 67 Location: Sweden
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Posted: Wed Jan 25, 2006 4:46 pm Post subject: |
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Propper mods make you type in the console what map you want to start, and possibly use a map they name "start.bsp" with a bunch of teleporters to the various maps (as in the qmatrix mod)
Or you could always download a engine of choice and hardcode your own maps to it and distribute that engine along with the mod.
*just friendly suggestions*  |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Fri Jan 27, 2006 8:43 am Post subject: |
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ok i am barely awake, but i have coded a menu structure to change maps for the client, in the mod not the engine. witht he ability to add maps to the mod for players to load. if you awatn the qc vrsion of my maps menu email me at quakehead@gmail.com
connect to quake.intertex.net (ctf)
type warp and you will see the menu for change maps in action  |
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