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Go Back Home > Polls > Small mod compilation development Search Forums

View Poll Results: Should the development of the "small mod compilation" be continued ?
Yes, I use this mod and it should be continued 17 89.47%
No, the more features it got the less interesting it became 0 0%
I do not use mods like these, so I do not care 0 0%
Seven is a dumbass and should finally quit 2 10.53%
Voters: 19. You may not vote on this poll

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Unread 10-11-2014, 11:02 AM   #11 (permalink)
Chthon
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Seven, the people here (myself included) think SMC is great, if you are tired of carrying the project is very understandable. It would be a shame that you leave one of the few projects that keep alive -speaking about qc modding- quake. Still if you are tired i honestly think you should go a step further in the qc and start with the CSQC, or the menu.dat. this will give you a new perspective and many new possibilities
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the invasion has begun! hide your children, grab the guns, and pack sandwiches.

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Unread 10-11-2014, 11:13 AM   #12 (permalink)
Chthon
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Maybe you need to open a new mod-thread in MODDB, this web is great to publish your mod, extreme gore is also an excellent resource to make a mod more popular (think in brutaldoom) !!!!
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the invasion has begun! hide your children, grab the guns, and pack sandwiches.

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Unread 10-11-2014, 05:07 PM   #13 (permalink)
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Yes, you're right, I do not use mods, but, it happened so that SMC is the one only mod that I do use, so, definitely yes, the show must go on!
Unread 10-12-2014, 08:18 AM   #14 (permalink)
Chthon
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I don't use mods, but I find them interesting. They are a big part of this community, which, I may remind you, attracted even The Surgeon's attention. I say keep them coming.
Unread 10-13-2014, 10:13 AM   #15 (permalink)
Chthon
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Hello Cobalt,
IŽd rather not call it "L"ousy "M"od "C"ompilation, even though it is.


Hello Mindz,
I like the "ring the bell" idea of that restaurant.
As far as I know, we dont have these in Germany. But as you know, nerds usually do not go out to have fun.


Hello hgdagon,
Yes, even if it is a poor show


Hello Nahuel,
I remember Spike saying (or at least that was my understanding), that DP is capable of using csqc more or less only for HUD stuff and menues (compared to FTE). And as you remember, we worked on that csqc hud together, that I still use and I am perfectly happy with it. And regarding the menue, Spike once send me his "custom-menue-for-beginners" csqc-set, but I think I should not even start to hussle with it, as the smc cvars are simply too many to squeeze them into the in-game menue. All the explenations would also be missing (which are comments in todays smc_config.cfg). And a pre-config menue system is not what I like, as I am a "custom-settings" type of guy, hehe. Fortunately till today I could realize the things/ideas with good old classic qc.
But never say never, right ?


Thank you again everyone for your kind words.
Unread 10-13-2014, 11:18 AM   #16 (permalink)
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@Seven

HUD only? I dunno about that. Theoretically you could add all weapon functions to csqc. The biggest obstacle to this is the fact that csqc doesn't understand movetype. So how would you send the rocket in a direction? Well, it does understand .velocity field. So using this you can "hack" it so that it will move the projectile as expected using frametime and velocity like this:

Code:
local vector c; self.nextthink = time; // This keeps the movement smooth! c = self.origin + self.velocity*frametime; setorigin(self, c);
You'd need something like that as a think function for the projectile. Of course traceline weapons would be less of an issue here. Also csqc will not handle any trail effects or similar unless you call it separately.

.SendEntity makes all of this possible. Same methods could be utilized for skeletal models for much more interesting movement possibilities. Lots of possibilities with CSQC tho admittedly the engines are by far the biggest limitation on CSQC's future uses.

Last edited by PrimalLove; 10-13-2014 at 12:35 PM.. Reason: error correction
Unread 10-13-2014, 12:01 PM   #17 (permalink)
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you can (and should) do various effects clientside, like rain for instance.
then you can:
a) turn it off/on without having to get the server admin to change the setting for you.
b) not pay for it in extra bandwidth.
c) not be quite so limited with timing or network precision.

I do actually have a mod/framework somewhere that has the entire ssqc stuff running clientside - play quake without even running a server (and by that, I mean the internal server that runs even in single player). The problem is that I'm too lazy to actually do anything with it, hurrah.
Unread 10-13-2014, 12:33 PM   #18 (permalink)
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@Spike

I will gladly take over your project. I was currently working to move all weapons to CSQC for experimentation purposes. Such a framework would greatly speed up my process and understanding. If you find such things let me know via PM and I would gladly discuss a collaboration or further your progress. Thanks!

@Seven

As Spike mentioned, many of your additions can be moved to client-side and would make your mod playable in COOP. Currently this is basically an impossibility to play it with any consistency. Most of the of the things that are creating problems from a network sync perspective in your mod is the effects. It's simply overwhelming the server to send that much data to the clients. Even one client connected will see a dramatic de-sync issue. V-Weps would need to be moved Client-side. Rain, as Spike mentioned, pretty much all of the custom particle effects for all items/weapons. If this is done the mod would certainly be very playable in coop and allow greater control of client customization of effects, etc. that they will experience on their end without bogging down the server with updates to clients that, lets face it, quake's network code simply cannot handle. I do not think most of this would be too difficult to port over to csqc at all. Most of it is the cosmetic stuff that is really making it unplayable. Custom flame effects, particle effect updates, rain, etc. Locally this is much less of an issue but sending this stuff even over LAN connections just isn't feasible.

Of course, I know your mod was never meant for online play, but its a pretty cool challenge that would not only improve your mod from a server/client netplay perspective but also a terrific chance to learn CSQC and all of the really amazing things you can do with it, assuming that is of interest to you. Either way I hope you continue development. I am a big fan of the dust effects.
Which reminds me, is volumetric lighting possible in DP or FTE? I have been able to use fog to "simulate" this effect some what but I haven't found any documentation or anything in dpextensions.qc that would produce such an effect. Pointlight or getlight? Cobalt showed me some interesting things one can do with getlight but not sure it would be applicable for volumetric lighting. Combined that type of lighting with the dust effects and you would really have a creepy environment.

Last edited by PrimalLove; 10-13-2014 at 12:51 PM..
Unread 10-13-2014, 02:19 PM   #19 (permalink)
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Seven is a dumbass and should finally quit
Who voted that option???
Unread 10-13-2014, 02:37 PM   #20 (permalink)
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Originally Posted by Spike View Post
I do actually have a mod/framework somewhere that has the entire ssqc stuff running clientside - play quake without even running a server (and by that, I mean the internal server that runs even in single player). The problem is that I'm too lazy to actually do anything with it, hurrah.
Wow that's really cool. dunno what it could be used for, unless a mod wanted to do some interface; like driving a camera on a robot thru a mine field.
or allow a player to do something while spectating a game, etc...
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