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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Wed Nov 26, 2008 11:33 am Post subject: |
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Note that you probably want to avoid changing the player's classname. There are a lot of expectations within the qc code that expect all playing players (and only players) to have the classname "player".
If its a TC then fine, but don't be surprised if you find you can no longer grab items. _________________ What's a signature? |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Wed Nov 26, 2008 5:59 pm Post subject: |
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im working on a TC, which for the most part for awhile anyways the players wont need to grab items or ne thing... _________________ QuakeDB - Quake ModDB Group |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Wed Nov 26, 2008 7:10 pm Post subject: |
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i dont exactly get Rook's code... im still at the editing part of qc... im getting better at understanding but i dont think im quite there yet.
i get selectspawnpoint so i think i know where that goes, but i dont get why the entitie thing is behind it...
also i tested what i already have done which is obvserver mode ect directly from the tutorial and in listen mode you start as observer and then select a team and spawn in the observer spawn... now if i test it on a dedicated server after selecting a team the server just crashes... so i dont know whats up with that.... im going to redo it and just test it vannilla tut style and see what happens... i may have just messed something up.
edit:rook i do get the entitie thing before selectspawnpoint sorry didnt see it in the original... _________________ QuakeDB - Quake ModDB Group |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Wed Nov 26, 2008 7:30 pm Post subject: |
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Right, basically your SelectSpawnPoint checks for the team and does the same thing in both conditions, So I took the check out of selectspawnpoint and put it in PutClientInServer. Also, the part "if (e.classname == "player") " in SelectSpawnPoint, is there to reduce telefragging someone who is at/near that origin. I agree with Spike that players should be left classname player and possibly using another bitwise variable to setup conditions for PLAYERS  |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Thu Nov 27, 2008 12:41 am Post subject: |
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thats probably too far advanced for me :/ maybe a later release once iv learned a little more although recently i tested the code before iimplementing yours and in listen server i spawn at the info_player_start as an observer choose a team and spawn at the info_player_start again as my class, then i tested it today on a dedicated server and it just crashes the server after i select my team. anyone have any idea if its the code for team spawns or , the code for teams? im hoping the code for team spawns as i think it would be easyier for me to fix. right now im going try and redo the code once more and see what that does, and if the problem persists ( which i should do this anyways ) im going to implement your code then test again. _________________ QuakeDB - Quake ModDB Group |
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Lardarse

Joined: 05 Nov 2005 Posts: 243 Location: Bristol, UK
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Posted: Thu Nov 27, 2008 2:34 pm Post subject: |
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r00k wrote: | Right, basically your SelectSpawnPoint checks for the team and does the same thing in both conditions, So I took the check out of selectspawnpoint and put it in PutClientInServer. Also, the part "if (e.classname == "player") " in SelectSpawnPoint, is there to reduce telefragging someone who is at/near that origin. I agree with Spike that players should be left classname player and possibly using another bitwise variable to setup conditions for PLAYERS  |
Actually, I'd make that if(e.teamname == "blue") and so on... Strings have advantages related to how find() works. |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Fri Nov 28, 2008 12:29 am Post subject: |
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well,me an my little brother is going to make a demonstration video a little later. show you guys all bug and stuff atm . got quite a few fixed and quite a few abundant .... i still havnt tryed the spawn code r00k put up yet, but after the video ill try it out and find the differnces and see which works better for what i need. and hopefully with some better reference to whats wrong. you guys might be able to help me understand what i can do to fix this problems ( even in future reference ) just to let you know ya'll have been a big help. its great to get this help. it helps me to understand new thing in qc and make be better. eventually ill be able to help someone who has similar issues as me. id even like to learn enough to help some of you in the future just letting you all know i appreciate all of your help. (sorry a lil buzzed- drank a bit) _________________ QuakeDB - Quake ModDB Group |
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Electro
Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia
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Posted: Fri Nov 28, 2008 2:08 am Post subject: |
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ceriux: I'm up for helping you debug your code and squish bugs
I had LordHavoc and FrikaC helping me with QuakeC when starting out, it's how I learned. I'm not saying that I'm a Jedi worthy of an apprentice or anything like that, but I'm willing to help
Best way is on irc chat though, turnaround for stuff via forums can be frustrating! _________________ Unit reporting!
http://www.bendarling.net/ |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Fri Nov 28, 2008 2:30 am Post subject: |
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if you can help set me up with a irc chat program that i can use and is free ill be happy to hop on there. _________________ QuakeDB - Quake ModDB Group |
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Electro
Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Electro
Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia
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Posted: Fri Nov 28, 2008 11:07 pm Post subject: |
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ceriux: doh! you've missed me both times by about 10 minutes
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[08:41] *** Ceriux (~ceriux@199-213.126-70.tampabay.res.rr.com) left ()
[08:51] <Electro> ceriux
[08:51] <Electro> doh
[08:51] <Electro> you son of a |
Ok so yeah I watched the video. I think a lot of the problems are stemming from only a couple of small things in code. This is because by changing 1 or 2 small things, the rest of the code like ClientObituary and T_Damage etc. functions rely on things to be setup a specific way. Next time you're on (and we manage to meet up at the same time for a change!) send me your source and I can debug with you and explain things. _________________ Unit reporting!
http://www.bendarling.net/ |
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MeTcHsteekle
Joined: 15 May 2008 Posts: 397 Location: its a secret
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Posted: Sat Nov 29, 2008 12:33 am Post subject: |
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a floating head with a shot gun eh? ... hmmmm  _________________ bah |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Sat Nov 29, 2008 12:35 am Post subject: |
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lol im on now if u are.
@MeTcHsteekle
lol its funny to see. _________________ QuakeDB - Quake ModDB Group |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Sat Nov 29, 2008 1:28 am Post subject: |
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Most of those are pretty simple to fix, especially the body getting stuck after death, the head replacing the player's model, and the player going back into observer mode (eyes) after death. The last one isn't even a glitch, it's intentional. |
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