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Go Back Home > Forums > Quake Mod Releases > Finished Works > nail-position fix for quake and mission-packs Search Forums

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Unread 05-07-2013, 11:31 AM   #1 (permalink)
Chthon
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nail-position fix for quake and mission-packs

lot of people (including me) seem to be bothered by the fact the position of nails coming from nailgun in quake and mission-packs seems to be incorrect in standard quake.

i like to play quake in DP without any kinda addons sometimes too, and it always bothered me that in standard quake the position of nails coming from the nailgun seems to be off.
thanx to seven's great help ive managed to apply the nails position fix he made to both mission-packs as well

seven proposed perhaps it was a good idea to make a completely new thread for this, so le voila

NORMAL QUAKE



HYPNOTIC



ROGUE



nail-position fix for standard quake -by seven
nail-position fix for both mission-packs
updated fixes for ROGUE / MP2 DoE V1.11 >now includes seven's fix for buzzsaws which were broken in 2014 DP-builds!

the fix for missionpack2 AKA rogue includes fixes for the elevator in R1M7 and includes fix for the plasma-gun not firing as well,
and now also includes fix for broken buzzsaws in 2014 DP builds, which are all done by seven! thanx for those couple fixes seven

these progs.dat are engine-independant, and thus will work with ANY engine!
they include no other features from SMC or such, they only fix nail-position of nailgun in both quake and mission-packs

Last edited by talisa; 06-13-2014 at 08:51 AM..
Unread 05-07-2013, 01:39 PM   #2 (permalink)
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models, skins,and now some qc talisa i can't wate tell you share a map!
Unread 05-09-2013, 08:22 AM   #3 (permalink)
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This is promising, but unfortunately I can't put one for rogue because I have a bug fix that helps the plasma gun and elevator. Even if I rename as "any".dat, it does not work. At least the nailgun still works even without the position fix.
Unread 05-09-2013, 09:43 AM   #4 (permalink)
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frost in weapons.qc in w_firespikes
replace
Code:
launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
with this
Code:
launch_spike (self.origin + self.view_ofs + v_up * -8 + v_right*ox, dir);//Seven
Unread 05-09-2013, 11:50 AM   #5 (permalink)
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well the nailgun fix is progs.dat file and i have a different but fix that is a progs.dat file to. So I can't make it work by renaming to avoid copying.
Unread 05-09-2013, 11:51 AM   #6 (permalink)
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@frost
as i said in the first post, my progs.dat includes those bug-fixes from seven too
so you'll only need my progs.dat, it includes seven's fixes

also, quake wont read the file if its named different then progs.dat, and it can only read one progs.dat at a time, so if you renamed it DP simply wont read it.

but as i said, you will can just replace the progs.dat you got from seven with mine, my progs.dat includes the plasmagun and elevator-fix from seven too

.

@rook
that is for the SNG i assume? as far as i can tell there is nothing wrong with the SNG nails-position?
or is it incorrect in standard quake? if there is i never noticed it
Unread 05-09-2013, 11:59 AM   #7 (permalink)
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Originally Posted by talisa View Post
the fix for missionpack2 AKA rogue includes fixes for the elevator in R1M7 and includes fix for the plasma-gun not firing as well, which are both done by seven! thanx for these two fixes seven
.... I did not see that.

By the way the elevator and plasma gun fix was based on a request I made for seven and made one for me, but I did not see that coming.

(face palm) man I felt like an idiot.
Unread 05-09-2013, 12:30 PM   #8 (permalink)
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lol is ok, it happens. people overlook things all the time
Unread 05-12-2013, 06:43 AM   #9 (permalink)
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Originally Posted by talisa View Post
@rook
that is for the SNG i assume? as far as i can tell there is nothing wrong with the SNG nails-position?
or is it incorrect in standard quake? if there is i never noticed it

The "nailgun fix" as you call it, contains 2 different modifications:
1.) projectile position (left/right) adjustment for nailgun
2.) projectile position adjustment when aiming upwards

to 1.) The offset value is changed from 4/-4 to 3/-3 to bring the projectiles closer to the center of the screen. Which means in this case, closer to the "mouth" of your nailgun.
This is only necessary for the nailgun (not supernailgun, as their projectiles are spawned without offset !).

to 2.) When aiming upwards, both Nailguns need a fix to always spawn their projectiles out of the guns mouth and not out of your face/eyes. This is done by bringing your view angle into account.


By the way, you did not include source files in your download, which is not good.
I spoke about it in the "small mod compilation" thread...

Be sure that you corrected point 2.) for both Nailguns and re-release if necessary.

Best wishes,
Seven
Unread 05-12-2013, 08:38 AM   #10 (permalink)
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@seven
of course, can and will do. later ill repack them again and include the source files

also yush yush, ive added the fixes to both the weapons.qc and the player.qc.
i misunderstood what rooks post was about, but i see now its about the same fix in weapons.qc that i already applied, lol
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