Hello circleko,
I know Wazatīs "Semisolidīs" code and want to try to help you.
One important thing is, that you do not need to edit "zombie.qc" at all.
I am not sure if I understand you correctly. Did you edit "zombie.qc" while adding Wazatīs code ?
If so, this must not be done.
The zombie leaves no corpse and therefore the semisolid idea of Wazat makes no sense for the zombies.
I use Wazatīs code for a long time and have no issue that you describe...
Maybe you made a typo somwhere else in your code modification ?
I know that Wazat made a huge change of his tutorial after some time that his thread existed.
I did not follow that code change (still using the "first" way of doing it). In the meantime I changed the code so much that it is hardly recognizable anymore, because of all of the extensions to the corpse and monsters death code.
Hope that this helped you at least a little bit...
EDITED:
If you want to stick to DarkPlaces, you should mabye better make use of its extension:
DP_SOLIDCORPSE
Please read the "dpextensions.qc" for more information and look into dpmod for how it is used.
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Darkplaces, BecomeCorpse, Zombies
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Inside3d Forums • View topic - Improved Gibbable Corpses Tutorial, and "Semisolid" - the original post I was working from.
Long story short, by taking out zombie_pain (the function that makes them fall/come back) everything is fine, other than they can be killed with any weapon and they don't fall. Any ideas as to which function in zombie_pain can be causing this issue? and how to replace it?
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Nothing makes you feel more like part of a community then someone telling you to go somewhere else.
I WILL SHARE IT on any forum willing to post it
Why not entice them to give smart answers instead of saying something like that? Do you want LESS quality replies on your forum?
QuakeOne...not Quake One Of ManyLast edited by MadGypsy; 07-09-2012, 07:25 PM.
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Nothing makes you feel more like part of a community then someone telling you to go somewhere else.
1) While modding Quake there are 2 sites you will eventually end up at. Quakeone.com being one of them, and since most of the sites I used have gone the way of the dodo I will ask for help where quakers reside.
2) If this isn't the right forum for .qc questions, then why are there so many posts about qc fixes/tweaks?
3) Cobalt, thank you for having the answer (or any answer) since I was unable to get ANY information lately regarding this issue. I will look into the code further and see what else can be done to correct the "solid" problems I'm having. Of course if I do find the answer I WILL SHARE IT on any forum willing to post it, I am sure this problem is bugging a lot of people.
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Thats a DP bug I have seen it before. Your Qc is assigning WORLD the specific floats you are trying to assign to the zombies, and you get weird stuff like func_walls and doors that are solid BSP's moving around on the map. The older engines use to crash with assignment to world error if you did this, but DP still allows it to happen if your qc is not carefully checked. Try testing with command line: developer 1 and you may be able to see an assignment to world error in the con.
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I happen to know that some very high profile coders skim this forum now and then. Why not entice them to give smart answers instead of saying something like that? Do you want LESS quality replies on your forum?
circleko, linking the tutorial in question would help.
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Ask at the Inside3D QuakeC forums logging in with the username: bugmenot and the password: bugmenot
They have some sort of spambot problem so they locked registration, but I think it is unlikely you will get a high quality answer here because this isn't a QuakeC forum.
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Darkplaces, BecomeCorpse, Zombies
So I have Gibbable Corpses in Darkplaces using the Inside3D tutorial and I think it may be giving me this strange issue with zombies:
They still throw guts at you, but they can't be seen/attacked, also the world gets really messed up. Like a screen tear of wall textures., but only within the frames the zombie(s) are in.
Crusified Zombies do not cause this error, and just putting "remove" in the .qc for zombie eliminates them/problem, but I want my mod to function with original Quake.Attached FilesTags: None
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