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  • OV3RDR!VE
    started a topic Corpses removal command

    Corpses removal command

    Hi bros)

    Is there any command in DirectQ or Quake that removes corpses from the map either immediately or after 5 seconds at least ?

  • Zop
    replied
    I doubt this is the case if UNFORGIVEN is big, but if their progs source is released, corpse removal can be added. Or, if you can contact the developer, ask them to add the feature.

    Leave a comment:


  • gnounc
    replied
    I've provided the source code to the mod, if any mod you are playing also provides the source code, you should be able to add the feature in. its a very small change.

    That said, if you dont know quakeC, you'll have to learn at least a little bit of it in order to make the change.

    Look in the monsters folder, in each of the monsters qc files nextthink is set to a time in the future, and think is set to BecomeExplosion, thats done on the last frame of each death animation macro.

    All you have to do, is put those two lines in to any final frame for a death animation macro in the sourcecode of your desired mod, and recompile.

    Good luck and have fun

    edit**
    didnt see the entire rest of the thread.
    oh well.

    Leave a comment:


  • MadGypsy
    replied
    He means you can't combine QC's after compile. ie... you cant run hip.qc and rogue.qc simultaneously.

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  • Mindf!3ldzX
    replied
    Originally posted by Baker View Post
    You can't combine mods.

    It cannot be done.
    lol am I missing something?

    Leave a comment:


  • OV3RDR!VE
    replied
    Agreed. The same solution I found.
    Well then let's leave the thing as it is.)
    DirectQ gives the purest feeling of original, classic Quake) IMHO the best quake port I've ever played)

    Leave a comment:


  • OV3RDR!VE
    replied
    So for DirectQ , it seems, there is no solution ?

    How about commands concerning buffer cleaning? Something like to restore the limit to 0 manually . Like , when you start a map with 400 monsters on it . you have not yet done a thing. And when you've killed 300 for instance and the map is laden with corpses and you cannot gib 'em , that probably causes limit overrun and a problem occurs I mentioned in the thread pointed one post ago.

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  • Baker
    replied
    Originally posted by OV3RDR!VE View Post
    but how mod Quoth does that?
    The authors of Quoth coded corpse removal into Quoth.

    (There isn't a command in DirectQ to "clear all entities".)

    You might try doing a save game and reloading, if this is about the DirectQ bug where colision gets screwed up after an hour.

    Maybe save your game, exit DirectQ.

    Then restart DirectQ and load the game. It sounds like it happens only after DirectQ has been running a long time and others have said the same thing.

    So a save game/quit DirectQ --- then start DirectQ + load game might help you.
    Last edited by Baker; 02-25-2016, 03:59 AM.

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  • OV3RDR!VE
    replied
    But how mod Quoth does that? The corpses sink into ground after 5 seconds time.
    May this mod be applied to all the mission packs then?

    May be there is a commnad in DirectQ that clears all the entites?
    Last edited by OV3RDR!VE; 02-25-2016, 03:53 AM.

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  • Baker
    replied
    Originally posted by OV3RDR!VE View Post
    QC mod presented by gnounc works nice, but how can apply it to large mods like UNFORGIVEN ?
    You can't combine mods.

    It cannot be done.

    Leave a comment:


  • OV3RDR!VE
    replied
    Thank you very much guys! QC mod presented by gnounc works nice, but how can apply it to large mods like UNFORGIVEN ? This thing is especially needed in there. I assume that an immense amount of corpses causes a bug called "sinking into ground" I described in this thread (an issue related to DirectQ) (The issue was spotted in DirectQ 1.9.0 and 2.0 , I've tested them both on WIN XP SP3 DX9 and WIN 7 SP1 DX11)

    http://quakeone.com/forums/quake-hel...il-2013-a.html
    Last edited by OV3RDR!VE; 02-25-2016, 03:20 AM.

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  • gnounc
    replied
    https://www.dropbox.com/s/fvottmxxqi...alMod.zip?dl=0

    qc mod. monsters dissappear in a puff of smoke after 2 seconds.
    Gibs too.

    Leave a comment:


  • Baker
    replied
    Now maybe Nahuel or Seven made a mod -- or it is a feature of SMC or something and did it with QuakeC.

    But the DarkPlaces engine sure doesn't. How does the engine know what a corpse is? A corpse is just one of the model animation frames. The engine has no idea what model animation frame is a corpse or not, only QuakeC knows.

    So the cl_deadbodyfilter in Qrack/JoeQuake is very standard Quake specific hack --- which doesn't work with mods like Quoth or Arcane Dimensions or anything else --- kill a custom monster that isn't in standard Quake and see what cl_deadbodyfilter does --- which is nothing, etc. because it has stuff like frame #134 is a dead body for "modelxyz.mdl". And it'll screw up if a mapper decides to say, have a player corpse on the floor in a map (func_illusionary with player.mdl specified with a certain frame # in the map). So the deadbody filter in Qrack/JoeQuake is quite the hack for anything that isn't standard Quake. Also, what if a mod chooses to use a custom player model with extra frames or something.

    LordHavoc hated hacky stuff like that being coded in the engine; he always argued against it.
    Last edited by Baker; 02-24-2016, 07:32 PM.

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  • MadGypsy
    replied
    I believe DP cleans up corpses after a while. Not 5 seconds though.

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  • bluntz
    replied
    In JoeQuake/QRack there are cl_deadbodyfilter and, I think, cl_gibfilter.

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