Site Navigation
QuakeOne News
» Latest News
» News Archives
» QuakeOne Movies

QuakeOne Help
» File Downloads
» Quake Help
» Quake Servers

QuakeOne Community
» Forums
» Chat *new*
» Poll Booth
» Memberlist
» Member Map

Site Info
» Community Rules
» Moderator List

» Buy Quake

Visit QuakeOne.com On Facebook!Visit QuakeOne
on Facebook

Log in
User Name:

Password:

Not a member yet?
Register Now!
Online Users: 199
5 members and 194 guests
Focalor, Mr.Burns, nahuel, SourceSkyBoxer
Most users ever online was 2,542, 06-04-2016 at 12:58 AM.
Go Back Home > Forums > Quake Help > General Help > Previous weapon impulse mod dependent? Search Forums

Closed Thread
LinkBack Thread Tools
Unread 06-18-2014, 10:36 PM   #1 (permalink)
Shambler
Legend's Avatar
USER INFO »
Posts: 357
+/-  Reputation: Legend is on a distinguished road
Join Date: Jan 2007
Currently: Offline
Previous weapon impulse mod dependent?

Been playing through beyond belief and abyss of pandemonium lately.

I noticed that when I press the button that I bound to impulse 12 (previous weapon) it doesn't seem to work in these two mods. even if I type impulse 12 into the console.

It works fine for regular quake and all other mods I have been playing. Is there some sort of work around?

I'm using directq 1.8.4 btw.

Thanks.
Unread 06-19-2014, 04:50 AM   #2 (permalink)
Chthon
Seven's Avatar
USER INFO »
Posts: 3,178
+/-  Reputation: Seven is a jewel in the roughSeven is a jewel in the roughSeven is a jewel in the rough
Join Date: Oct 2007
Currently: Offline
Hello Legend,

"previous weapon" has been introduced with Quake 1.06.
Maybe you didnt update your Quake ? Just a guess.
Some engines add impulse 12, but some mods could probably override it.

Give it a try...
Unread 06-19-2014, 08:21 AM   #3 (permalink)
Chthon
Shadowswift's Avatar
USER INFO »
Posts: 1,626
+/-  Reputation: Shadowswift will become famous soon enough
Join Date: Mar 2006
Currently: Offline
I noticed some time ago that Qrack didn't have impulse 10 and 12. I could be wrong
Unread 06-19-2014, 10:59 AM   #4 (permalink)
Shambler
Legend's Avatar
USER INFO »
Posts: 357
+/-  Reputation: Legend is on a distinguished road
Join Date: Jan 2007
Currently: Offline
I'm using the same engines as usual. DirectQ and Darkplaces.

Impulse 12 works fine for loading up the original levels, or other mods. So far, It's only Abyss of Pandemonium and Beyond Belief that don't seem to work correctly.
Unread 06-19-2014, 11:25 AM   #5 (permalink)
Chthon
golden_boy's Avatar
USER INFO »
Posts: 2,464
+/-  Reputation: golden_boy will become famous soon enoughgolden_boy will become famous soon enough
Join Date: Mar 2006
Currently: Offline
There was no "previous weapon" function (CycleWeaponReverseCommand) in QuakeC 1.01.

So almost what Seven said, only it's not the engines, it's the QuakeC.

When gnounc and I did the CleanQC 1.01 codebase, we had to add that function from Quakeworld because QC 1.06 (which most mods are based on, and which has this function) is not GPL.

Edit: If the source of the mods in question was available, the function could easily be added. It could even be added by decompiling these mods, then recompiling them. Open source FTW...
Unread 06-19-2014, 11:45 AM   #6 (permalink)
Chthon
Spirit's Avatar
USER INFO »
Posts: 1,071
+/-  Reputation: Spirit is on a distinguished road
Join Date: Apr 2006
Currently: Offline
https://www.quaddicted.com/engines/requiem let's you reverse cycle in any mod.
Unread 06-19-2014, 01:18 PM   #7 (permalink)
Chthon
Seven's Avatar
USER INFO »
Posts: 3,178
+/-  Reputation: Seven is a jewel in the roughSeven is a jewel in the roughSeven is a jewel in the rough
Join Date: Oct 2007
Currently: Offline
Hello,

Quake Update 1.06 is a progs.dat update --> QuakeC

CycleWeaponReverseCommand is the same as CycleWeaponCommand only backwards. So it was simply missing in Quake 1.01 ...
It should be no problem to add a reversed function manually, even for an unexperienced person.

What I was trying to say above (but some misunderstood due to my bad english) was that some engines add a "cycle reverse weapon feature" (can be binded to impulse 12), even when playing with Quake 1.01. Spirit just mentioned one (which seems to be his favorite ).



Regarding Abyss of Pandemonium:
Open its weapons.qc and you will see that it calls CycleWeaponCommand () with impulse 10 AND impulse 12. Correct this, so that impulse 12 calls CycleWeaponReverseCommand () and fix it.

Regarding Beyond Belief:
In its weapons.qc you will see that it lacks impulse 12 completely. Add it and make it call CycleWeaponReverseCommand (). Which is, as mentioned above, a reversed CycleWeaponCommand ().


Have fun with these really great episodes !
Unread 06-19-2014, 02:52 PM   #8 (permalink)
Shambler
Legend's Avatar
USER INFO »
Posts: 357
+/-  Reputation: Legend is on a distinguished road
Join Date: Jan 2007
Currently: Offline
Thanks again seven.
Been having issues on figuring out how to open up the sources.

Is the source for both of those in one of the pak files? Otherwise, I don't see them in the folder I downloaded for either.
Unread 06-20-2014, 03:37 PM   #9 (permalink)
Shambler
Legend's Avatar
USER INFO »
Posts: 357
+/-  Reputation: Legend is on a distinguished road
Join Date: Jan 2007
Currently: Offline
Probably a crazy question, but think if I had the mp1 and added "-hipnotic" before -game aop or bbelief, it would load the updated progs from the mp and enable the previous weapons?

*edit

nm. Got to try it out. doesn't work.

SO if I could get the source from those, All I would have to do is figure out how to decompile then recompile them? Would just doing that actually work? Or would I have to add the code seven said? Which is the easiest program to do so?

And where would I find the source for them? And Zerstorer?

Thanks.

Last edited by Legend; 06-20-2014 at 09:51 PM..
Unread 06-21-2014, 06:38 AM   #10 (permalink)
Chthon
Seven's Avatar
USER INFO »
Posts: 3,178
+/-  Reputation: Seven is a jewel in the roughSeven is a jewel in the roughSeven is a jewel in the rough
Join Date: Oct 2007
Currently: Offline
Hello Legend,

We already spoke about different mods/progs.datīs and why it is not possible to use 2 "together" at the same time here.


I fixed Beyond Beliefīs missing 'impulse 12' (= switch to previous weapon) and added the standard engine independent things into it:
- added "Previous weapon" (impulse 12) support
- player footsteps sounds
- corrects nail position for nailguns
- entity issue fixed that prevented the player from escaping the spike trap if using a modern engine

DOWNLOAD


The source for bbelief is available at quaddicted. You can do the same to other mods which lacks 'impulse 12' support (Zerstorer is not one of those) or want to edit them in any other way. If you do not find the source, you can always try to decompile it with FrikaCīs decompiler. Search for "frikqcc27" and you will find it.


Best wishes and have fun.
Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -6. The time now is 12:17 PM.


eXTReMe Tracker