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  • Dutch
    replied
    I work on my 1991 Cressida myself, don't like bad mechanics anymore.
    I hear ya there. If I can't fix it myself, I generally try to stay away from it. Sure, old vehicles get awful gas mileage (running about 10 mpg right now), but I don't have to pay anyone to fix it if it breaks...which seems to happen less than newer trucks.

    My dad has a 1975 gmc shortbed 4wd 350 4bbl with edelbrock pieces on the motor, I don't really help him work on it much though it's his baby. I put a nice shift boot in it out of some car and ordered him a billet grille for $70
    Sweet! He's running the same setup I am, down to the edelbrock stuff and the 4bbl carb. I didn't do anything fancy to the drivetrain, but I focused more on off-roading than hot-rod with the lift and suspension and what not. $70 sounds is a hero deal for one of those grills!

    Just about got all the finishing touches on the player stand/crouch/prone physics and viewpoint properties (bobbing and what not). I focused on coding tonight. Probably model tomorrow. At least I get to jump around and not get tired doing only one type of work on the mod.

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  • Nickelbawker
    replied
    Originally posted by Dutch View Post
    Unfortunately, caffeine has no effect on me lol. I drink on average 6 cups of coffee a day, three at night when I'm modding. That and a can of copenhagen long cut keeps me going lol. Staying up wired to the computer is a very recent habit. Before I started this mod, I hardly touched video games for a couple years. I have a passion for building things, this happens to be my latest project. Before this was a 1972 chevy blazer restoration and a tilt-deck trailer before that...I have a pretty broad range of hobbies. The night owl syndrome runs in my family. My old man works graveyard shift and loves it.



    Yeah that's what I meant, I know that's the correct term, but I'm not really editing images, I'm creating them.

    I wish there was a "slaps forehead" smiley. Blender does have a decent image editor, and I have used GIMP in the past and liked it. Both would be good options.
    Wasn't hating on terminology. Was confused if you needed a human to automatically make textures or not lol.

    I do a lot of projects as well. Before I came down here to visit I soldered up all the fans on this rig and rewired them to 2 switches and did a bunch of cable management. It's got a really neat fan apparently it's some sort of cooler master they don't make anymore with tons of leds that blink in a crapload of different patterns and has spin effects with an unrelated unreal fan cover. It's a door fan so it was ripped off for years on accident.

    I work on my 1991 Cressida myself, don't like bad mechanics anymore.

    Built some solar panels and stuff but that stuff was all done mostly during the day.

    My dad has a 1975 gmc shortbed 4wd 350 4bbl with edelbrock pieces on the motor, I don't really help him work on it much though it's his baby. I put a nice shift boot in it out of some car and ordered him a billet grille for $70


    Hmm just solved my single monitor problem. Installed VirtuaWin on win8. Got my gimp tools on another desktop, as well as fullscreen blender with easier switching.
    Last edited by Nickelbawker; 04-14-2014, 11:05 PM.

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  • Dutch
    replied
    How much caffine?
    Unfortunately, caffeine has no effect on me lol. I drink on average 6 cups of coffee a day, three at night when I'm modding. That and a can of copenhagen long cut keeps me going lol. Staying up wired to the computer is a very recent habit. Before I started this mod, I hardly touched video games for a couple years. I have a passion for building things, this happens to be my latest project. Before this was a 1972 chevy blazer restoration and a tilt-deck trailer before that...I have a pretty broad range of hobbies. The night owl syndrome runs in my family. My old man works graveyard shift and loves it.

    Image Editor?
    Yeah that's what I meant, I know that's the correct term, but I'm not really editing images, I'm creating them.

    I wish there was a "slaps forehead" smiley. Blender does have a decent image editor, and I have used GIMP in the past and liked it. Both would be good options.

    Leave a comment:


  • Nickelbawker
    replied
    Originally posted by Dutch View Post
    @Spike: Thank you sir. I will be using quite a bit of csqc in the days to come, so thank you for the extension as well.

    @gnounc: Excellent, this will give me a good starting point. Thank you big time, I wasn't too sure exactly where to begin. I'll let you know if I need any clarifications in the comments, thanks.

    @Gypsy, talisa and Nickelbawker: Thank you! I'm looking forward to texturing. I'm going to start looking for a decent image creator.



    lmao real life is still kicking my ass, I just decided to stop sleeping at night for a while lol
    How much caffine? lol i just bought 2 different fresh packs of coffee 1 whole bean and 1 irish cream pre-ground.

    Also got 5 cases of real sugar pepsi.

    I feel like I need 120mg to feel it and more to have good energy

    or is it cocaine or some other method lol.

    One guy played diablo 3 for 24 hours and died Launch days.

    Originally posted by Dutch View Post
    image creator
    Image Editor?

    I have gimp2.8.something and PDnet on my comp. I have beta PDnet on auto install.

    gimp is really good, prefer making it all one window. The tool bars get annoying with one monitor. 2 monitors or desktops separated is better.

    I think gimp has more texturing features than photoshop and still has most of the image manipulation. Alpha channels and color edits are not as intuitive as photoshop.

    I like gimp so much everytime i open paint dot net i end up starting over in gimp. paint dot net is like my scaler since it opens faster on a Intel e7400, has faster less precise non backup saving than gimp

    Just though of one more thing; Blender can create some pretty badass textures as well, lol or in combination.
    Last edited by Nickelbawker; 04-14-2014, 09:54 PM.

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  • Dutch
    replied
    @Spike: Thank you sir. I will be using quite a bit of csqc in the days to come, so thank you for the extension as well.

    @gnounc: Excellent, this will give me a good starting point. Thank you big time, I wasn't too sure exactly where to begin. I'll let you know if I need any clarifications in the comments, thanks.

    @Gypsy, talisa and Nickelbawker: Thank you! I'm looking forward to texturing. I'm going to start looking for a decent image creator.

    i wish people would quit making me do stuff irl
    lmao real life is still kicking my ass, I just decided to stop sleeping at night for a while lol

    Leave a comment:


  • Nickelbawker
    replied
    wow very inspirational nice work thats a lot to do in those days >_> i wish people would quit making me do stuff irl

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  • talisa
    replied
    great looking weapon models dutch!
    they look very cool even without textures

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  • gnounc
    replied
    Originally posted by Spike View Post
    it would be simpler if you have a little csqc already - that initial hurdle puts far too many people off, its like they're all cowards or something.
    https://gitorious.org/clean_csqc/cle...d17879d7ca263:

    @Dutch:
    Clean Csqc is on my repo specifically to be used by people who need a csqc base.

    It has comments and the like. Its based (in a roundabout way) on dresks scratch base that everybody and their mother uses, and cleaned up a lot to be more up to date.

    Also it has the benefit of being on a repository, so if there are errors, tell me and I'll fix them, and if theres anything that could be better commented, tell me what the ambiguities are, and ill add a comment to the sourcef or the next unfortunate soul.

    Leave a comment:


  • MadGypsy
    replied
    Your gun models are the shit, man! I like your style.

    @PM me stuff - It's all good. Whenever you are ready.
    Last edited by MadGypsy; 04-14-2014, 11:44 AM.

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  • Spike
    replied
    it means that if you're only using 'cvar' to read/preserve the current value, you should use only 'localcmd' to set it (this is of course natural in csqc too).

    if you're using stuffcmd to change cvars, you can do "cmd mybob $cl_bob\n" and then parse the response with krimzon_sv_parseclientcommand. obviously, this can have syncronisation issues in that when you get the response you may have already tried to change it again or whatever.

    alternatively you can ignore whatever the user has set and just send the default value to reset it. yay for lazyness.

    but yeah, csqc has full control over cvars and other stuff. while not strictly needed for this, it would be simpler if you have a little csqc already - that initial hurdle puts far too many people off, its like they're all cowards or something.

    Leave a comment:


  • Dutch
    replied
    Apologies for the double post, but this really has nothing to do with the previous post. I'm a bit unclear on the behavior of SSQC in regards to setting cvars in code. Basically, I want to adjust the player's viewpoint bobbing when in crouch, prone, or if the over-the-shoulder camera is initiated. I believe I can do this without messing with player's preferred cl_bob settings by floating the current value of the cvar and then doubling it while the player is in crouch, so on and so forth. Therefore, if the player has a value of zero on the cvar, it will not set it to any other value in code, since 2 * 0 = 0.

    BUT, I found this on the QuakeC Reference Manual:

    float cvar(string console_variable)
    Returns the value of a console variable. Note that this reads the console variables of the server only and
    cannot read the console variable of network server clients.
    Note also that some console variables cannot
    be read by
    cvar()
    at all
    , such as “maxplayers”.
    Does this mean that in a DM game, the cvar setting will be read by the server exclusively, thus over-writing the client's setting? If so, I reckon it's about time to dig into CSQC and start doing my homework. Thanks.

    Leave a comment:


  • Dutch
    replied
    Been really busy getting a few technical things done on the project, so not a lot of exciting news. A quick list of what I've been up to:

    * Fully optimized NetRadiant for Rift, including a work-in-progress .ENT file, a build menu that I like for compiling, figured out some things about LordHavoc's hmap2 compiler, figured out some texturing issues, so on and so forth. Huge shout out to golden_boy and MadGypsy for their tutorials on Radiant on this very site. Learning the interface (although not totally foreign, but still different) is a big curve for me because I've only ever known one editor, and I can tell you hands down that I wish I had been using Radiant after all these years. Superlative editor. Another shout out to Gypsy for his gamepack that I played around with to set up the editor to where I like it for the mod. I even learned a little bit about xml and NetRadiant structures. I know I said I'd get you the mod folder and .ENT file but there's still not a helluva lot there, let me make a few tweaks and add a little more.

    * Really polished up the crouch/prone functions, and also included some custom engine cvars to give a polished appearance to the player's view (breathing, small bobs when running, slight weapon swinging...basically the little things that you might not initially notice but give a great appearance). These are included in a custom .CFG file that will be shipped with the game, so it's all editable of course.

    * Coded in basic lighting. Basic targeting triggers are up next so I can be sure lights are switchable on/off.

    * A couple more weapon models in Blender.

    I'm taking this all one step at a time. I'm pretty scatter-brained at the moment, because the size of this project is getting big. Really big. My next steps are basic triggers, more lightstyles (including a flashlight), and finishing all weapon models, then texturing them. I'm just glad I got the map editor set up to where I like it.

    Here's a few pics of the weapons I'm modeling just for shits and giggles.

    Perspective viewpoint of the "Stinger" .300 BLK Assault Rifle:


    Perspective viewpoint of the "Talon" 10 gauge Shotgun:


    Side view of the "Tenderizer" Flak Cannon:


    Perspective view of the Tenderizer:


    And finally some work-in-progress (it's not finished) pics of the "SlamCannon" Grenade Launcher:




    The SlamCannon will fire grenades at incredibly high velocities for a long range shot, and grenades will detonate on impact. It will basically perform the function of the rocket launcher, only with a slight arc on the shot and less accuracy. This is the primary fire. It will also have an alternate fire that launches grenades at a slower velocity and the grenades will not detonate on impact, including on enemies (more like standard Quake GL). Useful for bouncing around corners and what not.

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  • Dutch
    replied
    LOL! You are still new
    Let me rephrase that: I didn't know a damn thing about anything that has anything to do with anything about a Quake mod, including installing, playing, and coding for that matter. Now I know a little bit. My favorite analogy is "if [insert skill here, in this case QC] is an ocean, you've barley scraped sea foam." So yes, you are right, I'm still a damn rookie and I have no problem admitting that. But all things considered, it sure feels like I've come a long ways so far. Let's just see how far I can take it

    As for the ent file...way ahead of you brother! I took the stock Q1 ent file you included with the gamepack and stripped it down to a player_info_start. Then I added in my func_crouch_ceiling. These are the only two entities so far. I loaded up Radiant, inserted both for testing, compiled using the BSP1 build menu set, and tried it out. It works great. Still some things to iron out for the Radiant settings but I'll get there.

    I'm still going to send you the code and ent file though. You are right, two sets of eyes on a project of this scope is a good idea. Feel free to alter/add stuff to the code. You've got way more experience on me, so let's get this game top notch. When I PM you tonight or tomorrow you we can hash out what you think the best compilation procedures would be. And I'm digging the idea of a Rift gamepack.

    It's a lot more work, but starting clean and from scratch is amazing; I don't have to sift through loads of bullshit to code in my own stuff. As long as we stay current on the code/ent file, everything should stay organized.

    How cool would it be to map in a custom gamepack for a game that doesn't even exist yet? That's some hella pro stuff, right there. I can make it happen.
    Love the sound of that. Let's do it man, we can put a polish on this project that will amaze.

    Leave a comment:


  • MadGypsy
    replied
    I was new not too long ago
    LOL! You are still new. You may have some scratches, possibly you have even achieved a dent but, you are still new. You'll see. This rabbit hole is hella deep, brother. When Spike starts getting real technical and you get it, you aren't new anymore. So far, he has merely farted cause, even his flatulence is a genius. For real though you have a long way to go, my friend.

    But hey, you are at least going there. No doubt about that.

    (I have coded in a func_crouch_ceiling object with a SOLID_BBOX property to side-step hull clipping issues
    Send me the code one day and I'll add it to your radiant .ent. Actually if you tell me exactly what compilers you are using, I could start a RiftQuake gamepack that is specific to your game and QC.

    Considering how different and robust your game will be. I think it is ideal to have it's own gamepack. It will make it a lot easier to build maps for your game if all of your entities are defined and the pack is slimmed down to only include what you use as-well-as have a default build menu written that uses the exact builds you do (production and release)

    Much of this is going to be something that comes in time, as you get further. Make a note that we can get this done though and making the ent match the QC will be a lot easier if the ent is customized as new QC is created.

    Actually, do this - as you write QC that will appear as an entity in the map copy and paste just that chunk in a text file. At the end of every week send me the new text file. I'll change the .ent and mail it back. As long as all of the code is just the actual entities it doesn't really matter how much code you have. It's when the code is all of the code that it becomes a bitch to pick through it.

    For real, do this. I'll keep you current. This will also serve another purpose. You'll have a second set of knowledgeable eyes on your QC early on. When I go to turn it into an ent I may realize ways that it can be tweaked to be even better. I can pass that info back to you. Actually, I could completely rewrite it (if necessary) and pass the rewrite with an explanation back to you. That way, you don't have to do shit but like/dislike it.

    There is one other perk to this. How cool would it be to map in a custom gamepack for a game that doesn't even exist yet? That's some hella pro stuff, right there. I can make it happen.
    Last edited by MadGypsy; 04-07-2014, 08:03 AM.

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  • Dutch
    replied
    Got so wrapped up in coding I forgot about an update. If any of you keep up in the General Help section, you're already up to speed. If not, here is what I've accomplished in the last few days (another shout out to Spike for his help, thank you sir).

    * Crouching function that allows players to duck under low hanging, non-BSP obstacles (I have coded in a func_crouch_ceiling object with a SOLID_BBOX property to side-step hull clipping issues...see the Crouch Function Problem thread in General Help if you are unaware of this issue, this was Spike's offered solution). This crouch function also re-defines player's hitbox size, so you can now duck for cover in SP and DM.

    * Prone (laying down and army crawl) function coded to the same specs as the crouch function. Currently working on lowering the turning (yaw) speed of the player while in prone for realism.

    * Lowered player movement speed while crouched or in prone.

    * Also a jump function like id's original. In PlayerPreThink(), the player's position state (crouch, stand, or prone) is checked. If standing, the player jumps when self.button2 is pressed (jump button). If in prone or crouch, instead of jumping the player will stand up.

    Remember, I started from scratch on the code, so all of the physics are being re-coded to comply with new RiftQuake features. For the most part, they remain the same as id's Quake (fast paced).

    EDIT: Crouch and prone functions are called by Impulse commands, of course.

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