Announcement

Collapse
No announcement yet.

Small Mod compilation

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

  • Avenger
    replied
    Originally posted by Lightning_Hunter View Post

    It's not done yet. I'm not sure when it will be done. The tough part will actually be making sure I didn't miss any documentation. Some maps in this collection I will need permission from the authors before releasing.
    I see.

    I'll keep an eye on this thread then for hopefully an update at some point when it's finished.

    Leave a comment:


  • Lightning_Hunter
    replied
    Originally posted by Avenger View Post

    Where can I get your updated version?
    It's not done yet. I'm not sure when it will be done. The tough part will actually be making sure I didn't miss any documentation. Some maps in this collection I will need permission from the authors before releasing.

    Leave a comment:


  • Avenger
    replied
    Originally posted by Lightning_Hunter View Post

    I will definitely not be adding support for those "newer" packs like Arcane Dimensions or anything that would require merging a bunch of code, but I have added support for most major releases prior to 2003 that merely borrowed code from Hipnotic, Rogue, etc... I also added a bunch of custom monsters that appear in older maps, which in turn supports those as well. On top of that, I added cutscenes (which is open source), which supports even more levels. Oh, and I was also able to support some levels that spawn monsters with the func_spawn command in Hipnotic.
    Where can I get your updated version?

    Leave a comment:


  • Lightning_Hunter
    replied
    Originally posted by Avenger View Post

    Is there an update on this?

    Any plans to make SMC compatible with newer map packs?
    I will definitely not be adding support for those "newer" packs like Arcane Dimensions or anything that would require merging a bunch of code, but I have added support for most major releases prior to 2003 that merely borrowed code from Hipnotic, Rogue, etc... I also added a bunch of custom monsters that appear in older maps, which in turn supports those as well. On top of that, I added cutscenes (which is open source), which supports even more levels. Oh, and I was also able to support some levels that spawn monsters with the func_spawn command in Hipnotic.

    Leave a comment:


  • Avenger
    replied
    Originally posted by Baker View Post
    I was interested in looking at the player color thing.

    I typed "color 12 4" in the console and then my color switched to "2 0" after a second. I can't get it to stay.

    Either way, my leg textures don't seem to match my player colors. I would guess that the leg model is not considered part of the player, so does not get the player color.

    Sometime I'll look at this deeper.
    The "Quake 1.5" mod uses the correct colors for the leg model and since that mod was created using parts of SMC, I don't see why it would be a problem to just borrow it to update the public build. This is probably what I will do for my personal use.

    Leave a comment:


  • Baker
    replied
    I was interested in looking at the player color thing.

    I typed "color 12 4" in the console and then my color switched to "2 0" after a second. I can't get it to stay.

    Either way, my leg textures don't seem to match my player colors. I would guess that the leg model is not considered part of the player, so does not get the player color.

    Sometime I'll look at this deeper.

    Leave a comment:


  • Avenger
    replied
    Originally posted by Lightning_Hunter View Post
    So I took a decent break from this, but I've been back at it the last month here. I have basically added support for all custom made maps from 1997 to 2002 that have over 3 stars on Quaddicted (I imported custom monsters, hipnotic/rogue functions along with other major custom code that is available online, which most maps of this era use).
    Is there an update on this?

    Any plans to make SMC compatible with newer map packs?

    Leave a comment:


  • Avenger
    replied
    Originally posted by Baker View Post

    I load SMC with all patches ... (I repacked SMC with all the patches into a single .zip file, but it is all the same result ... SMC All Patches Download )

    I look down ..

    I see leg textures.

    Does your console have a message like texture not found if you scroll up?

    For some reason I just got an email notification that my post had a reply yesterday even though you apparently did so on January 1st... Forgive my delayed response.
    ​​​​​​
    Anyway, I figured out what the problem was. Turns out I accidentally moved the PNG library file "libpng15-15.dll" when removing other mods from the darkplaces directory prior to installing SMC and that file is a dependency for this specific setting.

    For the sake of consistency though, why are the leg textures red/yellow when the suite/armor has clearly been defined as white/grey in all other reflective surfaces? This doesn't really make sense...



    Leave a comment:


  • Baker
    replied
    Originally posted by Avenger View Post
    Why are the leg model textures not loading when enabled?
    I load SMC with all patches ... (I repacked SMC with all the patches into a single .zip file, but it is all the same result ... SMC All Patches Download )

    I look down ..

    I see leg textures.

    Does your console have a message like texture not found if you scroll up?

    Leave a comment:


  • Avenger
    replied
    Why are the leg model textures not loading when enabled?
    Attached Files

    Leave a comment:


  • Lightning_Hunter
    replied
    Well, the good news is that all seems to work fine now. In reality, I just needed to "dumb down" the code so that all compilers and all engines can read it (and believe me, dumbing something down is what I'm good at since I'm not really a coder).

    Leave a comment:


  • Baker
    replied
    Originally posted by Lightning_Hunter View Post
    Also, the new compiler does NOT like this bit of code:
    "autocvar_demonrandomness = autocvar_demonrandomness * 0.01;"
    !
    That code is "bad" (at least for DarkPlaces engines).

    That code reads from cvar and writes to VM memory without updating the cvar.

    What would be correct:

    cvar_set ("demonrandomness", ftos(autocvar_demonrandomness * 0.01) );

    Autocvars read from cvar but if you change the value in QuakeC, it only changes the local variable memory and does not perform a cvar update. cvar_set should be used.

    It kind of sucks that you have to know exactly what the engine code is doing to know the mechanics of what is going on there, no one can be expected to know that so the warning in the newer fteqcc is good.

    Leave a comment:


  • Lightning_Hunter
    replied
    Thanks for the help, but I found the issue, and I believe it was a combination of two things. I noticed that some global values were redeclared in multiple locations. For example, "var float autocvar_demonrandomness = 25;" is declared twice in demon.qc. I went ahead and moved it to customeffects.qc only once. The previous compiler was fine with this, but the new one is not.

    Also, the new compiler does NOT like this bit of code:
    "autocvar_demonrandomness = autocvar_demonrandomness * 0.01;"

    For some reason, the compiler will over-rule other instances of this code and ignore the SMC_config file. Instead, I went through and modified all the calls for this command individually, like so:

    "if (randomness <= autocvar_demonrandomness * 0.01)"

    I am currently applying these two changes to all the monsters. Lets just hope I don't miss anything. Lol

    Thanks again!

    Leave a comment:


  • Baker
    replied
    Seven, Lightning_Hunter

    Seven as you pointed out ...
    > float test = 0; doesnt work // Baker adds: because fteqcc treats assignment to a global as constant

    This will work ...
    > var float test = 0; // "var" tells fteqcc that it is variable (not a constant)



    Leave a comment:


  • Seven
    replied
    Hello Lightning_Hunter,

    It is great to see your passion and still working on your mod.

    I am sorry, that your reached/hit a wall with QC (type) size.
    I remember when I hit such a wall with particle effect amount and LordHavoc has increased its amount just because the SMC needed it.


    Now, what might help with oyur problem could be this:

    I remember Spike once told me, that compilers do NOT like setting a value (espacially "0") when declaring it (mostly in defs.qc).
    I am no expert, so maybe my words are not correct or specific, that is why I give you an example:

    float test; works
    float test = 0; doesnt work


    I remember this discussion with Spike, from the time we decompiled Mission Pack 2 for the first time and could not recompile it.
    Reason: The decompiler made many of the float declarations with a "0" (like shown above)
    Removing the "0" solved it and we could recompile the "sauce" with Spikes compiler.


    So, what you could do to test:
    Start with 1 monster (lets take Demon) and remove the first time your mentioned autocvar is declared the digit behind it (like shown above).
    As the mandatory file: smc_config.cfg is always present and from within the cvar is always declared.

    Now compile and test (without altering any other code).
    I hope this wil fix it.

    And as Baker said:
    Try to use non-gui compilers (but I am sure you already did).
    There are several inside SMC source (and I might also have some additional from that time)


    If it doesnt help, feel free to contact Spike, as he is the godfather and our knowledge is tiny compared to his

    Best of luck and keep up the good work.



    Hello Baker,

    Ohh my...
    If you mean the tilted torch code: That code made me several white hairs (that is a saying in germany, I hope you understand the meaning )
    But it works pretty robust. Even in almost every fan made map, that I found.

    I always disliked the straight torch handles and came up with the idea.
    Using a 3rd party torch handle model improves it of course in addition.

    Keeping all 3 flame types compatible was always another challenge:
    - polygon
    - sprite
    - particle (my favorite)

    The SMC has so many cvars, that it became harder and harder to test them.
    I could never test all combinations and so, as Lightning_Hunter described, some unexpected behavior may arise, hahaa.

    Thank you very much for your kind words.


    Enjoy your christmas time everyone,
    Seven

    Leave a comment:

Working...
X