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  • 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.

  • #2
    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...

    Comment


    • #3
      I noticed some time ago that Qrack didn't have impulse 10 and 12. I could be wrong

      Comment


      • #4
        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.

        Comment


        • #5
          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...
          Scout's Journey
          Rune of Earth Magic

          Comment


          • #6
            https://www.quaddicted.com/engines/requiem let's you reverse cycle in any mod.
            Quake 1 Singleplayer Maps and Mods

            Comment


            • #7
              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 !

              Comment


              • #8
                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.

                Comment


                • #9
                  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, 09:51 PM.

                  Comment


                  • #10
                    Hello Legend,

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


                    I fixed Beyond Belief´s 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 FrikaC´s decompiler. Search for "frikqcc27" and you will find it.


                    Best wishes and have fun.

                    Comment


                    • #11
                      Thank you again Seven. Very cool of you.

                      Could you please give me a direct link to the bb source? I looked all over and couldn't find it. And aop too if you know where to find it. From one of your earlier posts, I was under the impression you had the source to it.

                      I know zerstorer doesn't have the same previous weapon issue the others do. I just wanted the source so I could look at some other things in it. But I couldn't find the source for that either.

                      I found the frikqcc27gui file. but having issues running it. How do I run the decompiler and which file do I use with it? the progs.dat? The documentation isn't that thorough in the folder.

                      There are 3 exe files. I assume frikdec is the one I would use for decompiling?

                      I tried loading a progs.dat into frikgui.exe but it gave me an error when trying to load. I also tried a quake.rc file that I found in several mods, but it wouldn't load either. What is the quake.rc file?

                      Thanks again.

                      Comment


                      • #12
                        I fixed Beyond Belief´s 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
                        and the Beyond Belief SMC has just been born! many thanks seven for doing this kind of work for the community! this DL is going to get lost in this thread you should so post it in finished work unless your not finished and need to add MORE!

                        keep up the good work

                        Comment


                        • #13
                          https://anonfiles.com/file/b0fa0c6f5...4390835d44add6

                          Here is the Zerstörer source.

                          For a rather better decompiler than frikdec, you might want to contact Spike privately, he might be able to help you (for educational purposes naturally.) And yes, you just run the decompiler on the progs.dat.

                          The resulting code will be ugly, but you should be able to just add the cycleweaponreversecommand() and recompile it.
                          Scout's Journey
                          Rune of Earth Magic

                          Comment


                          • #14
                            Originally posted by golden_boy View Post
                            https://anonfiles.com/file/b0fa0c6f5...4390835d44add6

                            Here is the Zerstörer source.

                            For a rather better decompiler than frikdec, you might want to contact Spike privately, he might be able to help you (for educational purposes naturally.) And yes, you just run the decompiler on the progs.dat.

                            The resulting code will be ugly, but you should be able to just add the cycleweaponreversecommand() and recompile it.
                            Thanks.

                            I tried dragging the progs.dat onto frikdec.exe, but nothing happened Unfortunately.

                            Comment


                            • #15
                              Hello Legend,

                              The Zerstorer source is included in the zerstorer mod download at quaddicted, together with all important patches and hotfixes, which you should use when playing this mod.

                              I have found the official Beyond Belief source somewhere on the internet quite some time ago, I do not rememeber from where. It has all comments as well, so it is not a decompiled version. Most probably quaddicted has it as well.
                              But you will always find the source in the downloads, if I made a qc edit. So if you downloaded it, you will find it.


                              Regarding decompilers:
                              There are as far as I know these decompilers which are available on official websites:
                              - frikqcc27
                              - proqc160

                              None standard functions (like engine extensions) or code optimisations will result in bugs/errors when using the original frikqcc27. This is why you will encounter decompile errors in most "advanced codes" like zerstorer or the like.

                              Spike made a fork of frikqcc and is struggling with himself if he shall release it or not. With a good reason ! Not open source should be kept this way as the author did it on purpose. I did not want to mention it, because it is Spikes personal decision, until it has been mentioned now.
                              It is as mentioned based on frikqcc, but has a much higher chance to decompile fteqcc-compiled progs.dat´s as Spike told me.

                              With this advanced frikqcc decompiler, you can decompile as good as every progs.dat. There are still some which you cannot, but they are a few.

                              One could release now all not open source codes with this one (like Quoth), which might lead into trouble. That is one reason why it is not yet officialy downloadable and the pressure should not be raised on Spike to do so.

                              I only released the "Beyond Belief" source because it was available already.


                              My personal opinion on this topic is, that all Quake qc-mods should be open source, independent if the author used the gpl source as base or the source before it was gpl. But that is not my decision and the author might have his good reasons not to include the source in his mods.
                              And we should not do release "hidden" sources only because we have the tool to decompile them now. That would for sure lead into some kind of trouble and multiple similar versions of the same thing.

                              So now that the info went public (at quakeone) I hope that the tool and the things that will/can be done with the tool will be held confidential. Until Spike stomps his foot on the ground and decides that the tool will go public.




                              @ JDStoner

                              The Beyond Belief modification from previous page is just a really small one. It more or less simply adds the missing impulse 12 feature and some really small adds due to the request of Legend. It has not much to do with the other mod you were talking about...
                              So, there is not much reason to create a new thread for it in "finished works".

                              Now that I know that you also downloaded it and maybe will use it next time, makes me more than happy already.

                              All the Best,
                              Seven
                              Last edited by Seven; 06-22-2014, 02:45 PM.

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