Announcement

Collapse
No announcement yet.

Small Mod compilation

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Seven
    replied
    Originally posted by enderandrew View Post
    Seven, can you please release your 5.5 source code?
    Hello enderandrew,
    Yes I will surely do it when releasing (together with) the new version. If that will not happen, I sent it to fellow friends.
    By reading other posts from you I think you only seem to see the "text" rather than the feature and the development behind it. Copy/pasting code blocks is something everybody with a text editor can do. Understanding, studying and finding the essence and ideas behind features is another thing.



    Originally posted by CharlieSandford View Post
    Hi there seven, I had a question I tried to send you in private message but i guess your inbox is full. I wondered if it'd be okay for me to use your v_weapons code in a very simple project of mine, basically just me and some friends are looking to make our own quake server and one of the features we'd LOVE is v_weapons. Im better at engine coding than i am at QC so I wondered if there was any chance you could help me out on this matter, no worries if you are busy i totally understand, ive just been wracking my brains on this for days now with no success. Cheeers!
    Hello CharlieSandford,

    First of all you have to know that there are different types of v_weapon features.

    The one that "glues" the weapon models to the player model with setattachment or similar. That is the way that is described here. You will find links to mods and models that can do it on that link as well.

    The one that uses different player models (including the weapons) for each weapon. That is how Hipnotic and in a way even original Quake uses.
    In original Quake, the player model is switched to the eyes model when using the ring. In Hipnotic a new weapon is introduced: The Mjolnir. To be able to actually see it in-game, the eyes trick/hack was extended to now also support a player model with the Mjolnir in his hands.

    The SMC uses the latter option but for all weapons differently. The SMC doesnt use self.modelindex for that but the regular setmodel() + setsize() functions. It works robust in single player, but I do not know if it will also work in multiplayer.
    Anyhow, it is such a small function which can be converted into the self.modelindex hack easily. So it should work in multiplayer the one or the other way.

    Please find the barebone function for it in the smc in the costum_effects.qc file. Its name is: switch_vweps(). It is called every .....


    [had to split this post into 2 posts. Otherwise it always crashed]

    Leave a comment:


  • CharlieSandford
    replied
    Hi there seven, I had a question I tried to send you in private message but i guess your inbox is full. I wondered if it'd be okay for me to use your v_weapons code in a very simple project of mine, basically just me and some friends are looking to make our own quake server and one of the features we'd LOVE is v_weapons. Im better at engine coding than i am at QC so I wondered if there was any chance you could help me out on this matter, no worries if you are busy i totally understand, ive just been wracking my brains on this for days now with no success. Cheeers!

    Leave a comment:


  • enderandrew
    replied
    Originally posted by Seven View Post
    You already posted that error some time ago.
    And you are using an outdated SMC version.
    The bug has been fixed in 2016 06 26.
    Please read this post and everything should be fine.

    Oh, and try to play without cheats You will see that Quake is a nice and challenging game then.

    Have fun with your Quake,
    Seven
    Seven, can you please release your 5.5 source code?

    I updated Rogue-SMC to 5.4 and I was having some similiar crashes. I haven't in some time, but I'm not sure if I've fixed the crash properly or I'm just not triggering it anymore.

    I'd like to see the official fix, and also finish truly updating Rogue-SMC all the way to 5.5 and not just 5.4.

    Leave a comment:


  • Seven
    replied
    Hello Condor-2-4-2,

    You will find a readme together with the 'Starter Kit'. It will tell you which models and files are used in it.

    Be aware, that there are lots and lots of replacement textures and skins for Quake. And I had to make a decision which ones I use for the 'Starter Kit'. The skin from Quake Reforged Team did not make its way into it because I personally do not like it and there are better ones available.

    The 'Starter Kit' is just a start to make your life easier and have a drag&drop solution ready in your hand. It supports ALL of the SMC features. You can of course use any model/skin you want. The SMC works with all replacements. Just make sure you read and understand the readme´s and you can extend the 'Starter Kit' if you want, or delete the ones you do not like. It is all in your hand.




    Hello LordValsary,

    You already posted that error some time ago.
    And you are using an outdated SMC version.
    The bug has been fixed in 2016 06 26.
    Please read this post and everything should be fine.

    Oh, and try to play without cheats You will see that Quake is a nice and challenging game then.

    Have fun with your Quake,
    Seven

    Leave a comment:


  • LordValsary
    replied
    SMC 5.41 crash

    I use version SMC v5.41

    Game crashes a few times when I used together cheats :
    https://drive.google.com/file/d/0B2s...ew?usp=sharing
    god
    notarget
    noclip
    impulse 9

    It happens when you kill a few enemies, for example, with a grenade launcher.

    Greetings

    Leave a comment:


  • talisa
    replied
    capnbub's dog uses a different UV so textures for the ID1 dog model will NOT work on it

    however, there is a great HD skin available for capnbubs' dog by QuadRocket


    https://www.dropbox.com/s/vs2dj8emom...20dog.rar?dl=0

    Leave a comment:


  • Condor-2-4-2
    replied
    Hello seven,

    I expected the skin which is shown bellow. This is from Quake Reforged project.
    I thought that was this one that is in the multiskin pack.

    greetings,

    condor-2-4-2
    Attached Files

    Leave a comment:


  • enderandrew
    replied
    Originally posted by Condor-2-4-2 View Post
    Hello,

    there seems to be a problem with the dogskin in the multiskin pack 5.30.
    I use "darkplacesenginewindowsonly20140513" with SMC 5.30 + SMC update 5.41 + SMC Multiskin 5.30.

    The hires skin for the ID1 dog are not shown. Only the painskin will be displayed, as shown in the pic bellow.

    I tried different settings in the smc conf file but the skin won't be loaded. Also I've tried different later darkplaces beta versions with the same result.

    Is there a way to activate the skin or is it a bug? Has anyone such a problem with the skins?

    Thanks for your reply,

    condor-2-4-2
    The painskin is just the blood splotches which are overlaid on the normal monster skin. Echoing what Seven said, that looks like the higher res dog skin in SMC.

    This is what the original looks like:

    Leave a comment:


  • Seven
    replied
    Hello Condor-2-4-2,

    Looks good to me. Everything works as intended.
    Maybe you are expecting something different ? What exactly do you expect ?

    The dog that you see in your screenshot is as detailed and sharp as a Quake dog can be. It is capnbubs dog. You surely have already read the readme.txt so you knew it.
    If you expect a photorealistic model with an even more photorealistic texture like this one, then Quake is not for you.

    You will find more dog models & textures inside the 'Starter Kit'. Maybe you will like them more... give it a try.

    Have fun,
    Seven

    Leave a comment:


  • Condor-2-4-2
    replied
    Dogskin in ID1 multiskin starter kit 5.30

    Hello,

    there seems to be a problem with the dogskin in the multiskin pack 5.30.
    I use "darkplacesenginewindowsonly20140513" with SMC 5.30 + SMC update 5.41 + SMC Multiskin 5.30.

    The hires skin for the ID1 dog are not shown. Only the painskin will be displayed, as shown in the pic bellow.

    I tried different settings in the smc conf file but the skin won't be loaded. Also I've tried different later darkplaces beta versions with the same result.

    Is there a way to activate the skin or is it a bug? Has anyone such a problem with the skins?

    Thanks for your reply,

    condor-2-4-2
    Attached Files

    Leave a comment:


  • enderandrew
    replied
    As a brief update, my version of Rogue-SMC updated to 5.4 compiles cleanly, starts up and appears to work. Painskins are working, quick melee, flashlight, etc.

    However I'm having an intermittent crash when killing enemies sometimes. I'll spin off my efforts into my own thread.

    I need to hunt down the source of the crash and this is driving me nuts.

    ^7Host_Error: NULL function in server
    ^7QuakeC crash report for server:
    ^7s18066: ^3CALL2 ClientObituary (=ClientObituary())
    ^7s18067: ^1ADDRESS self (=entity 667), takedamage (=.takedamage), GLOBAL17467
    ^7s18068: ^1STOREP_F IMMEDIATE (=0), GLOBAL17467
    ^7s18069: ^1ADDRESS self (=entity 667), touch (=.touch), GLOBAL17467
    ^7s18070: ^1STOREP_FNC SUB_Null (=SUB_Null()), GLOBAL17467
    ^7s18071: ^3CALL0 monster_death_use (=monster_death_use())
    ^7s18072: ^6FIELD_FNC self (=entity 667), th_die (=.th_die), GLOBAL17467
    ^7s18073: ^3CALL0 GLOBAL17467
    ^7 combat.qc : Killed : statement 48
    ^7 combat.qc : T_Damage : statement 237
    ^7 combat.qc : T_RadiusDamage : statement 89
    ^7 reiver.qc : reiver_death_touch : statement 22 <---------- This line changes with each crash, but the rest seems to be consistent.
    ^7Host_ShutdownServer
    ^7Client "player" dropped
    ^7CL_Disconnect
    ^7Sending clc_disconnect
    ^7CL_Disconnect
    ^7Host_ShutdownServer
    ^7OpenGL Backend shutting down
    ====== Log stopped (Wed Feb 08 11:09:58 2017) ======
    Last edited by enderandrew; 02-08-2017, 11:32 AM.

    Leave a comment:


  • enderandrew
    replied
    I'm just about done with my initial version of Rogue-SMC-5.4. I don't know if Seven is reading this thread currently, but I'm hoping for a source release of SMC 5.5 to bump this all the way to being current with 5.5. features. If someone wants to help beta-test it for bugs of regressions, please let me know and I'll send you a copy.

    I had to move the quick melee attack to Impulse 24 (make sure you bind a key appropriately!) since in Rouge they added a few CTF keys:

    20 - Toss Backpack
    21 - Toss Weapon
    22 - Change Weapon
    23 - Team Flag Status Report

    One thing I'm a little unsure of is I see in the code for many of the monsters items like this:

    // precache_model ("progs/skull.mdl"); // precached in worldspawn() due to savegame-bug
    // precache_sound ("vengeance/hknightmag.wav"); // precached in worldspawn() due to savegame-bug

    But not all of the sounds or models have been moved to worldspawn(). I don't understand why certain ones were and others weren't.

    My initial release aims to be pretty much a copy of what I assume Seven would have done in bringing Rouge-SMC up to 5.4. One of the only true changes I've introduced is that lava nails have been added to the list of weapons that can light a monster on fire. That just seemed like common sense.

    Specifically, this line in each monster's code is changing from:

    if (((self.enemy.weapon == IT_GRENADE_LAUNCHER) || (self.enemy.weapon == IT_ROCKET_LAUNCHER)) && (zufa <= autocvar_burning_monsters_death_animation) && (self.watertype != CONTENT_WATER)) // when enemy was killed with explosives, set it on fire

    To this:

    if (((self.enemy.weapon == IT_GRENADE_LAUNCHER) || (self.enemy.weapon == IT_MULTI_GRENADE) || (self.enemy.weapon == IT_ROCKET_LAUNCHER) || (self.enemy.weapon == IT_MULTI_ROCKET) || (self.enemy.weapon == IT_LAVA_NAILGUN) || (self.enemy.weapon == IT_LAVA_SUPER_NAILGUN)) && (zufa <= autocvar_burning_monsters_death_animation) && (self.watertype != CONTENT_WATER)) // when enemy was killed with explosives or lava nails, set it on fire

    My next release will go a step further. The monsters added in SMC oddly enough don't get the same treatment as the original monsters. They don't all have support for color variations, size variations, the fancy death animations (ghost, vengeance, grimrock, etc), burning death animations, etc.

    I plan on adding all of these to each of the SMC monsters. Basically everything except multimodel/multiskin. Some of these do have a second skin that is already supported, but there aren't enough extra models and textures for these creatures to warrant that feature.

    I'm also adding multskin (second skin included), painskin, adjustable health, random color and random size support to the dragon. Some of that may seem overkill for the single boss fight, but it might put you on your toes if the dragon is a little tougher here and there.

    Once I'm satisfied with the Rogue-SMC release, I'll do the Hipnotic version as well.

    Leave a comment:


  • talisa
    replied
    you could always use tarbaby1.mdl and tarbaby2.mdl, and allow 2 skins for each


    again i repeat, the wrath already has multi-skin & multi-model

    Leave a comment:


  • enderandrew
    replied
    Sorry, I meant multi-model but I was posting as I ran out the door. I'd like to be able to still support a second model of tarbaby/spawn even with the hellspawn taking up skin spots on the first model.

    Likewise I want to add multi-model support for the eel and wrath.

    Leave a comment:


  • talisa
    replied
    the wrath does have multi-skin in rogue. i got 2 skins for the wrath myself.

    .

    multi-model for eel would be kinda pointless, afaik the only skin available is the one from WebAngel

    also, skin1-5 are already reserved for the eel's 'electricity' effect when it zaps the player,
    which would explain why there's no multi-skin available for it.


    same reason why the spawn doesnt have multi-skin in rogue,
    as skin1 and skin2 are already reserved for the hellspawn.

    Leave a comment:

Working...
X