Search found 771 matches

by Wazat
Thu Dec 08, 2011 2:11 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 113591

Re: Improved Gibbable Corpses Tutorial, and "Semisolid"

I haven't touched this in a long time. I've been extremely busy and it's not looking easier in the future either. :/ If someone else wants to address these bugs, I encourage them to do so. I have ideas below, but I'm not really set up to implement them myself. Monsters getting angry at corpses: Mons...
by Wazat
Tue Jul 05, 2011 5:19 am
Forum: Gameplay & Design
Topic: Generic Perks DM Mod
Replies: 25
Views: 24884

Sounds good. I love discussing ideas like this. :D
by Wazat
Mon Jul 04, 2011 6:44 am
Forum: Gameplay & Design
Topic: Generic Perks DM Mod
Replies: 25
Views: 24884

Neat ideas. I like lots of them, but have questions/concerns about several. Does Phantom telefrag? Are you meant to telefrag to get the Pro effect, or is it just get X number of frags from the time you pick this perk? Armorer and Ogre seem far better than slipgater, which seems like it would be hard...
by Wazat
Wed Jun 29, 2011 2:31 pm
Forum: Gameplay & Design
Topic: Zombie types
Replies: 14
Views: 15026

Any flying monsters to replace scrags? Most levels with monster_wizard expect that monster to fly, so you may want a zombie that can do so. A flying undead creature that is responsible for creating the zombies from corpses (ala Dead Space) could be a good option. If you kill a zombie, this creature ...
by Wazat
Wed May 18, 2011 11:11 pm
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 113591

I have not tried it, but I'm fairly certain it would work. I think the other option would be to call SemisolidPostThink before the lightning/axe attack and SemisolidPreThink after (but I had issues last time I tried that, not sure if I resolved them). I've been very busy lately, and tired when I do ...
by Wazat
Mon May 16, 2011 2:40 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 113591

Not really, I've been pretty distracted with other stuff. :)
by Wazat
Sat Apr 23, 2011 6:02 pm
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 113591

Hrm... the "angry at corpse" bug indicates we need to edit the monster hunting code to recognize when their enemy is dead. Should only take a couple of lines in either fight.qc, ai.qc, or monsters.qc... I noticed the corpses blocking monsters bug. Later on I will test making a wrapper for ...
by Wazat
Sat Apr 23, 2011 5:38 pm
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 113591

I have noticed the corpse stacking as well. You can just make corpses taller to keep monsters from walking on them. I did some testing and figured out that 30 keeps them from stepping onto each other. Updating main page...

Hopefully that's not so tall they block bullets often again.
by Wazat
Sat Apr 23, 2011 3:18 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 113591

DOUBLE-POSTED! So I've updated the tutorial. If someone doesn't mind going through it from scratch and testing that I got everything right, I'd appreciate it! Enjoy! If you want to update an old implementation of your tutorial, most (or all?) of the chagnes are in the first 2 steps, in world.qc and ...
by Wazat
Sat Apr 23, 2011 1:49 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 113591

Guh... Sorry for going on hiatus there. It's been a very busy week, and on top of that Portal 2 came out (I got about 6 minutes into it before being interrupted so no spoilers please). :D

I'll try posting a tutorial update today or tomorrow. Just gotta weed out all the changes.
by Wazat
Sun Apr 17, 2011 7:02 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 113591

Corpse limit doesn't exist, since they no longer use the bodyque. If there are 200 monsters in the level, there could be up to 200 corpses when you kill them all, provided you don't pop any along the way. Axe only worked in DP during testing, and sadly I think it was a fluke (see below). Tried it in...
by Wazat
Sun Apr 17, 2011 3:54 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 113591

So..... I have good news, and I have bad news. And then some freakish good news. I've implemented the changes so that it's just calling a BecomeCorpse function now. I've tested in directq and other engines, and bodyhopping and corpses falling through the floor both seem to be fixed. Huzzah! However,...
by Wazat
Sun Apr 17, 2011 1:53 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 113591

Leileilol: Thanks, killing opengl.dll did it. So... fascinating. DirectQ had no problems, reproduced the falling through floor bug but not bodyhopping. However, glQrack DID have bodyhopping. Every time. Plain GLQuake crashes on me still, but I suspect it would have the same problem. This may be a bu...
by Wazat
Sun Apr 17, 2011 1:22 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 113591

LightningHunter: I tried both GLQuake and Qrack. Any idea where to get the missing glide2x.dll? Update: Installed the engines leileilol suggested. DirectQ needed glide2x.dll, but Qbism worked. Though for some reason I can't turn off transparency in every model (monsters, my weaponmodel, etc are all ...
by Wazat
Sat Apr 16, 2011 3:26 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 113591

LightningHunter: I can't get GLQuake to run. The one that came with steam insists it cannot *find* steam... O_o Winquake crashes hard, too. Got a download location? fteqw ignores my -game command. :( Corpses on platforms: I've not seen this on DP, so I'll have to find a GLQuake variant I can run for...