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New RQuake coop pack... needs help

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  • #31
    Originally posted by RocketGuy View Post
    It would also be redundant as RQuake can already do this, as well as some engines.

    show-pos is the command in RQuake.
    spot command in Qrack.
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

    Comment


    • #32
      There's also r_speeds 1 in DarkPlaces, but that doesn't give you the current angle that you're facing (it gives you v_forward instead, which is less useful for this purpose).

      From what I remember, we looked into adding moonlite.bsp a few years ago, but we hit an unknown engine limit (static entities? max_models?).

      I recently played some maps that I think could work well, from the 3rd 100 brush map contest (100b3.zip at the Quaddicted archive). One of them won't work, but here are my spawnpoints for the other 3 (formatted so that it can be dropped straight into the code):

      Code:
      else if (world.model == "maps/firedice.bsp")
      {
        clear_coop_starts = 1;
        CreateIFC('-160 784 0', '0 255 0');
        CreateIFC('-400 784 8', '0 300 0');
        CreateIFC('-400 576 8', '0 285 0');
        CreateIFC('-160 576 0', '0 240 0');
        CreateIFC('-496 768 160', '0 315 0');
      }
      
      else if (world.model == "maps/rpg100b1.bsp")
      {
        // LA: There is a door at '-2200 1500 64' that opens with a button,
        // but then closes once the player is past it (and picks up the YA)
        // Can we prevent the door from closing again, without removing the door?
        CreateIFC('-3072 768 224', '0 270 0');
        CreateIFC('-3200 256 224', '0 315 0');
      }
      
      else if (world.model == "maps/dis_cr8z.bsp")
      {
        CreateIFC('-320 -352 -740', '0 90 0');
        CreateIFC('384 -360 -740', '0 120 0');
        CreateIFC('-320 720 -740', '0 270 0');
      }
      16:03:04 <gb> when I put in a sng, I think I might need nails
      16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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      • #33
        can't download file maps be gone!
        Originally posted by Magnus
        Apology accepted.

        Comment


        • #34
          Giant update:

          damaul6.bsp
          - pass

          Comment


          • #35
            hmm, didn't realize anyone was still interested! here's the latest version:
            maps.zip

            Have fun with them. Or, if you're interested in contributing to the playtesting, I'm going through them (very slowly!) in alphabetical order by file name. The next one on the list is gol_st. Try them out and post the results here if you feel like contributing.
            Multiple spawn points seems to be the biggest issue. Since hook is always available in runecoop, I'm ignoring problems with maps that can be solved via hook--i.e. bars that extend after you go through, but then you die, and have to hook back over them.

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            • #36
              Originally posted by spooker View Post
              Since hook is always available in runecoop, I'm ignoring problems with maps that can be solved via hook--i.e. bars that extend after you go through, but then you die, and have to hook back over them.
              Don't do this please, hook is off by default. Just make a note of it and I will see if I can do anything about it in the code, If I can't then we scrap the map but most likely I will be able to fix such problems.

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              • #37
                Originally posted by RocketGuy View Post
                Don't do this please, hook is off by default. Just make a note of it and I will see if I can do anything about it in the code, If I can't then we scrap the map but most likely I will be able to fix such problems.
                seconded
                e|------------------------0---------------
                B|---------------0^1----------------1----
                G|---------------2------2------0^2-------
                D|---------------2-------2--2-------------
                A|---------------0------------------------
                E|----------------------------------------

                Comment


                • #38
                  I agree- It'll be smoother for players if we keep hook out of mind.

                  Regarding spawnpoints... they can be found by the mod, testing nearby origins for room for spawns... or even have a waiting/obs list to spawn once the first player moves... perhaps that could be abused, but there are more options then trying to find 8 spawn points and coding them into the mod.

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                  • #39
                    The obs list is a horrible idea. It opens a huge gate for something I call "turking" (back in the old FvF days (as in when I started playing FvF), there used to be this player who called himself "The Turk", and he would constantly jam elevators and doorways and such, preventing players from progressing thruogh the map). It also would lead to unintentional turking through an AFK player.
                    e|------------------------0---------------
                    B|---------------0^1----------------1----
                    G|---------------2------2------0^2-------
                    D|---------------2-------2--2-------------
                    A|---------------0------------------------
                    E|----------------------------------------

                    Comment


                    • #40
                      I guess I have to start over with play testing from the beginning then eh. Help appreciated

                      Comment


                      • #41
                        If you would get on IM more often, maybe I could play with you >_>
                        e|------------------------0---------------
                        B|---------------0^1----------------1----
                        G|---------------2------2------0^2-------
                        D|---------------2-------2--2-------------
                        A|---------------0------------------------
                        E|----------------------------------------

                        Comment


                        • #42
                          Originally posted by spooker View Post
                          I guess I have to start over with play testing from the beginning then eh. Help appreciated
                          ill help, hit me up when ur testing
                          Originally posted by Magnus
                          Apology accepted.

                          Comment


                          • #43
                            Originally posted by spooker View Post
                            hmm, didn't realize anyone was still interested! here's the latest version:
                            maps.zip

                            Have fun with them. Or, if you're interested in contributing to the playtesting, I'm going through them (very slowly!) in alphabetical order by file name. The next one on the list is gol_st. Try them out and post the results here if you feel like contributing.
                            Multiple spawn points seems to be the biggest issue. Since hook is always available in runecoop, I'm ignoring problems with maps that can be solved via hook--i.e. bars that extend after you go through, but then you die, and have to hook back over them.
                            Zop, you should really add this link to the origional post instead of keeping the dead one up there ;p
                            e|------------------------0---------------
                            B|---------------0^1----------------1----
                            G|---------------2------2------0^2-------
                            D|---------------2-------2--2-------------
                            A|---------------0------------------------
                            E|----------------------------------------

                            Comment


                            • #44
                              That's some smart shizzle.

                              Comment

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