Thank you Mr. Burns for the youtube link.
The "bullet-time" feature seems to be the central topic of May Payne 3 it seems.
The complete game is build around it.
I am still not quite clear what exactly webangel wants to be implemented into Quake.
- Is it the slowdown of time, when pushing a button ?
- Or the trails that appear on the flying bullets ?
- Or the 3rd person view or the view following the projectile until impact ?
Many things are possible, but not all.
Anyhow, this is rather a personal modification, which she and I can work on, as it is very specific and would not be accepted by the majority of Quake players I guess.
But why not fork a SMC build and make something new with it ?
Hello talisa,
What makes you think that the issue that you described has something to do with the "small mod compilation" ?
Please, before you report bugs, always try vanilla Quake.
You will then quickly see, that this issue you described is not related to the "small mod compilation".
How many cells are you able to pick up in game ?
Is it 100 or 200 ?
Did you every had cell ammo higher than 100 ?
The all weapon cheat "impulse 9" gives you 200 !!
It could also give you 666, or 2547 cells...
It doesnt matter how many ammo you give yourself with a cheat, you will only be able to pick up ammo boxes, when your ammo count is LOWER than the max allowed !
And the max allowed is clearly defined in void() bound_other_ammo =
And that value is 100 for all ammo types, except nails (which is 200).
So, this is not related to the SMC.
This has always been this way in Quake and both mission packs.
For example:
JDStoner gives himself the Quad everytime when he uses "impulse 9"
You can declare what you want to give yourself with "impulse 9" here: void() CheatCommand =
That is also the line where you see, that it gives you 200 cells:
self.ammo_cells = 200;
I think reason for this was, that nobody can survive with only 100 cells
Thank you for bug reporting, but please always make sure that the bug is related to the SMC first.
Have fun with your Quake.
Seven
The "bullet-time" feature seems to be the central topic of May Payne 3 it seems.
The complete game is build around it.
I am still not quite clear what exactly webangel wants to be implemented into Quake.
- Is it the slowdown of time, when pushing a button ?
- Or the trails that appear on the flying bullets ?
- Or the 3rd person view or the view following the projectile until impact ?
Many things are possible, but not all.
Anyhow, this is rather a personal modification, which she and I can work on, as it is very specific and would not be accepted by the majority of Quake players I guess.
But why not fork a SMC build and make something new with it ?
Hello talisa,
What makes you think that the issue that you described has something to do with the "small mod compilation" ?
Please, before you report bugs, always try vanilla Quake.
You will then quickly see, that this issue you described is not related to the "small mod compilation".
How many cells are you able to pick up in game ?
Is it 100 or 200 ?
Did you every had cell ammo higher than 100 ?
The all weapon cheat "impulse 9" gives you 200 !!
It could also give you 666, or 2547 cells...
It doesnt matter how many ammo you give yourself with a cheat, you will only be able to pick up ammo boxes, when your ammo count is LOWER than the max allowed !
And the max allowed is clearly defined in void() bound_other_ammo =
And that value is 100 for all ammo types, except nails (which is 200).
So, this is not related to the SMC.
This has always been this way in Quake and both mission packs.
For example:
JDStoner gives himself the Quad everytime when he uses "impulse 9"
You can declare what you want to give yourself with "impulse 9" here: void() CheatCommand =
That is also the line where you see, that it gives you 200 cells:
self.ammo_cells = 200;
I think reason for this was, that nobody can survive with only 100 cells
Thank you for bug reporting, but please always make sure that the bug is related to the SMC first.
Have fun with your Quake.
Seven
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