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All of your Weapons are belonging to entity (Tutorial)

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  • All of your Weapons are belonging to entity (Tutorial)

    Dear All

    Because Seven has taken objection to this tutorial and believes it to be "stole" from his mod I have decided to remove. Please refer to his and many other sources for examples of how to do this. Apologies to all parties that have taken offense to this tutorial. My intention was to show a commonly used technique in a simple form that other could try. Thanks again.

    Best Regards,

    Primal
    Last edited by PrimalLove; 11-15-2014, 03:16 AM.

  • #2
    VERY cool! I'm wanting to get back int QC mangling in the near future. I'll try this.

    Comment


    • #3
      Very interesting..will have to give it a try..THANKS!!

      Comment


      • #4
        Is this how it ends ?
        Copy/pasting code from existing mods and call it "Tutorial" ?
        Poor quakeone

        Comment


        • #5
          @Seven

          My intention was not to offend anyone or their work or to take from such things. It was only to show how one can accomplish so others could learn from. I am not taking credit for the code creation or usage in the past. Also, I did mention you also use a similar technique in your code. I suspect you release your source code so others can learn? The only reason it works at all is a DP builtin. My only intention was to show its in a simple way for others to try out and explore. I certainly don't see this as a copy and paste scenario. My pictures of course use many assets from the Quake one community like Rouhis models, the cool quad shader from You/Nahuel? as well as Talisa's finely done SSG. But If I have offended you in some way I would gladly have this removed. The intention is always to learn from those that give to the community. But, i'd hardly call this code unique.
          Last edited by PrimalLove; 11-14-2014, 10:48 AM.

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          • #6
            yeah that was my first thing too that i thought looking over the code in first post,
            that primal just took what you did in the SMC with your adjustable view-position
            that you just recently implented and made a thread about just this one modification.

            why does this ripped modifcation need a seperate thread,
            especially by someone who didnt even create the modification?

            its a neat mod, but if anybody should create a thread about it
            it should be seven, who is the creator of the code of this modification

            .

            the fact you made this thread makes it seem you are trying to take credit for this modifcation which obviously seven created and not you,
            especially since its only recently that seven released the new version of SMC which includes this modification
            .
            are you curious about what all there is out there in terms of HD content for quake?
            > then make sure to check out my 'definitive' HD replacement content thread! <
            everything that is out there for quake and both mission-packs, compiled into one massive thread

            Comment


            • #7
              talisa,

              The topic was about using a weapon as an entity so one can manipulate it via qc. This is nothing new. Nor is it unique to SMC or Seven's code. Nor was it my intention to take credit for creation of said code and if it came off as such please accept my apologies. However, to say this is uniquely Seven's modification code is a bit strange when one looks at several other source mods available that were around much earlier than Seven's SMC. I much love his mod and respect him greatly for the terrific things he has done for quake. I use SMC as my default quake set up as I enjoy it very much. But the code isn't unique nor is directly from his code. Using weapons in this way has been done many times in the past. My only goal was to show others how so they could try things and experiment. I have no need to take credit as that would be silly. It is widely used already. One only needs look at Nexuiz or similar source to see its not unique. This is just a very simplified version for those that may be hesitant to try qc something simple to try out and hopefully expand on. If it came off as me saying it was uniquely mine then I apologize for that and I will try to make such things clearer in the future. However, this code isn't unique and widely already used in a similar but often more complex fashion. I'd welcome a tutorial from Seven on the subject I just haven't seen one.

              I did the tutorial mostly because I had myself been working to make such modifications in terms of manipulating weapons via qc. I did much research on the topic and find it really was pretty widely used technique. So I see no conflict here. I am new to qc and research many different source codes and forum post to help me with my endeavors. If something is unique I certainly want to credit such individuals. From what I can see using such techniques is well used and I have no way of properly knowing the original creators. Most of what I have learned about setattachment and viewmodelforclient has come from various forum posts and source codes. Much like Seven has learned and utilized this knowledge for his mod. I really see no conflict here but will not be heartbroken if its preferred to be removed.
              Last edited by PrimalLove; 11-14-2014, 12:31 PM.

              Comment


              • #8
                Primal again THANK YOU for pointing out some great code examples. I didn't see where you take credit for this as purely your own. Being around long enough I've seen similar done, but not savy enough to dig through tons of code to find it.

                I'm sorry to see what I feel is over reaction to this, but maybe preface your next thread with qc like this with the inspiration for said examples.

                Comment


                • #9
                  Well a noble consideration, but if you were to list the entire spectrum of inspiration , from the original ID team in 1996, all the way through Lord Havoc and forward, it would be such a great list - but I always assumed people knew what we do is , and always will be based on other peoples inspiration. Seven is a very passionate person when it comes to Q . . . perhaps he needed to say that because its how he felt and it dont matter if its right or wrong. Anyone been here for a decent time knows Sevens mod has made full blown use of DP and hes broken new ground in many areas. There are many talented people here and like its been mentioned by Prime, its possible someone else already made similar code in another mod that they have not seen before. I am sure Prime didnt intend to step on anyones toes and offend anyone.

                  Originally posted by xaGe View Post
                  I'm sorry to see what I feel is over reaction to this, but maybe preface your next thread with qc like this with the inspiration for said examples.

                  Comment


                  • #10
                    Oh I totally agree with you! I've been lurking the Quake community for 10 years? now. A lot of people have contributed. PL's intent was to share to help others, not claim code as his own. Apparently not everyone can tell the difference though.



                    Originally posted by Cobalt View Post
                    Well a noble consideration, but if you were to list the entire spectrum of inspiration , from the original ID team in 1996, all the way through Lord Havoc and forward, it would be such a great list - but I always assumed people knew what we do is , and always will be based on other peoples inspiration. Seven is a very passionate person when it comes to Q . . . perhaps he needed to say that because its how he felt and it dont matter if its right or wrong. Anyone been here for a decent time knows Sevens mod has made full blown use of DP and hes broken new ground in many areas. There are many talented people here and like its been mentioned by Prime, its possible someone else already made similar code in another mod that they have not seen before. I am sure Prime didnt intend to step on anyones toes and offend anyone.

                    Comment


                    • #11
                      Originally posted by PrimalLove View Post
                      I certainly don't see this as a copy and paste scenario.
                      Originally posted by PrimalLove View Post
                      But the code isn't unique nor is directly from his code.

                      PrimalLove,

                      QuakeC is old. The Quake source is available since a long time as well. Quake mods have been made since the beginning. Advanced engine features are there for many many years.

                      Great that you discover mods with features that you like. Also great that you want to show others what features you just discovered. Features are written in qc. Some features use advanced engine functions. All modders use these, so nothing is unique in a mod. As we all use the existing syntax and possibilities that the engine coders give us.


                      Everything was alright, till the point when you posted your quotes (see above). Why should you start lying ?
                      The code that you copy/pasted was directly from one mod. You know it and I know it.
                      Your code doesnt even compile !
                      Why ? Because you forget to add other changes from that mod into "your tutorial" as well.
                      if (intermission_running)
                      {
                      remove (self);
                      return;
                      }
                      intermission_running ?? This float is of course unknown, as I moved it from client.qc to defs.qc


                      self.owner.weaponmodel = "";
                      self.frame = self.owner.weaponframe;
                      if (self.owner.invisible_finished)
                      self.alpha = 0.3;
                      else
                      self.alpha = 1;
                      self.nextthink = time;
                      self.alpha = 0.3 when invisible_finished ?? Is it a deja vu or is this all an exact copy paste from the mod ?


                      void(entity e) v_weapon_position =
                      {
                      newmis = spawn();
                      newmis.owner = e;
                      newmis.viewmodelforclient = self;
                      newmis.think = v_weapon_position_think;
                      newmis.nextthink = time;
                      };
                      A deja vu again ?? Yes, you changed the function names. I did not know why. But now I know, cause you tried to make the code differe from the one in the mod. How hilarious.




                      PrimalLove,

                      I am not the one that claim to do unique things. I never said it and I never pretend it. People should know this. In fact I am learning from the great people at inside3d and a lot from Nahuel (I usually write their names into my sources when I use code chunks from others).
                      I was really shocked as I saw your comments/posts. You seem to want to disguise something by changing function names and say that it is not a simple copy/paste (while all the rest is identical). That was the point when I lost my trust in you.


                      You can of course continue to create "your tutorials" by using existing mods. You are free to do so, as QuakeC is free for anybody. That is also my intention and that is why I always release the source.
                      But you should first of all try to understand the code that you copy/paste completely and make it at least compile-able.
                      If you do not fully understand it, feel free to contact the authors. I am sure you will receive the answers you are looking for.

                      Happy coding,
                      Seven

                      Comment


                      • #12
                        @Seven

                        Yes, I did forget to mention you would need to move float intermission_running; from client.qc to this location or defs.qc. This is a small oversight. I'm not sure what you mean by disguising. Are you trying to say this code is unique?? There are not too many ways to call a spawn and give it a owner and then to utilize viewmodelforclient. In any case, I wasn't as I stated taking credit for it. I was just giving a small tut on how one can trying something similar in their own mods. Nor is there anything unique about using alpha to make models slightly invisible. No reason to lie nor am I clear on anything I have lied about?

                        Also I did not say you said it was unique. But talisa seem to think it was. I know you always give credit to those authors. As I said I love your mod and your work. This wasn't to steal anything from that.

                        void CL_Weaponentity_Think()
                        {
                        float tb, v_shot_idx;
                        self.nextthink = time;
                        if (intermission_running)
                        self.frame = self.anim_idle_x;
                        if (self.owner.weaponentity != self)
                        {
                        if (self.weaponentity)
                        remove(self.weaponentity);
                        remove(self);
                        return;
                        }
                        Example coded from a Nexiuz mod. As you can see it also uses intermission_running. I understand the code usage. Again i wasn't trying to take anything from anyone. Besides its publicly available code that others may not be aware of or even understand so the idea was just to give someone a small starting point. If they were to look at your mod source or nexiuz they would likely get overwhelmed by things. In Nexiuz they use a much more complex version of this tut. Your mod uses many autocvars that might be very difficult for some to follow or confusing. As I said, I apologize if this tutorial offended you or if you believe me to be dishonest.
                        Last edited by PrimalLove; 11-15-2014, 03:30 AM.

                        Comment


                        • #13
                          @Seven,
                          I love your work because it IS outstanding.
                          talisa is right in every way.

                          Dont forget, Quake should be freeware, and crediting our work is "out" atm. Because someone made something similar 15years ago.

                          Thats one of the the reasons why I do not post something new here. Believe it, or not, but this place is dead.

                          All the best my old friend and I hope to get more updates from you!

                          W@

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