Search found 109 matches
- Sun Dec 02, 2018 4:49 am
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 34651
Re: statue code from doe
Well, as the original mdl file has too much frames, I can't play it in game. So I altered the file and then had a hard carrot on the qc file. A simple file I can oversee and correct here and there, but this one is a bit too large. The most files seem to work, though, only the die frames have some la...
- Wed Sep 26, 2018 4:21 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6127497
Re: What are you working on?
Converting the Q1Test for singleplayer port and original monsters. Some screenies in attempt to remap the old screenshots with lightning. http://home.kpn.nl/lo2kf8/quake/maps/QT1.jpg http://home.kpn.nl/lo2kf8/quake/maps/QT2.jpg http://home.kpn.nl/lo2kf8/quake/maps/QT3.jpg http://home.kpn.nl/lo2kf8/q...
- Wed Sep 05, 2018 7:56 pm
- Forum: News & Announcements
- Topic: Registering on the Inside3D Forums Part 2: The Revenge
- Replies: 49
- Views: 58387
Re: Registering on the Inside3D Forums Part 2: The Revenge
As I have a valid password I'm told to use another browser (MotzillaFirefox). Thing is I can use the password only on this browser. I tried to log in with Opera, but with the same password the site blocks. :cry: It is not a hard matter as I can use the Motzilla one, but how come all the sites become...
- Thu Aug 09, 2018 9:09 pm
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 34651
Re: statue code from doe
Wow, that's already much more than I asked for. I started with the statue code, but for things to get a bit converted I need to lower the frame count in the mdl file. The serpent code I made was far too high framed, and I saw you added a lot of (set next think 0.05) to overcome the long poses length...
- Fri Aug 03, 2018 12:02 am
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 34651
Re: statue code from doe
Woot! Yes, that's exactly what I was looking for when I made the model. I tried the shorter version for Qtest, but it needs some tweaking. I hope the subroutines for the xogre can be made, I didn't get a player of it. And here is the updated file for the serpent with the altered version of the quad....
- Wed Aug 01, 2018 9:53 pm
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 34651
Re: statue code from doe
The nail functions are doubled and make to many calls. While compiling I get the statement: commen player.qc : 311 : warning : too many parameters on call to W_FireSuperSpikes If I trace that I hang on void() player_nail1 =[$nailatt1, player_nail2 ] { self.effects = self.effects | EF_MUZZLEFLASH; if...
- Wed Aug 01, 2018 4:14 am
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 34651
Re: statue code from doe
Yes, the correction of the "s" made the code compatible. I can play the demo in QuakeSpasm-AD-Spike, Fitzquake won't like the large mdl frames. I've been minimazing it to 256 frames, so the scene happens somehow faster. The "trigger in clipping list" is a kind of nail shoot that ...
- Mon Jul 30, 2018 5:58 pm
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 34651
Re: statue code from doe
The new squad frame for the serpent looks good. A bit hard to make the texture the same shape. http://home.kpn.nl/lo2kf8/quadserp.jpg When I try to compile the mad_serp src with FteQuakeC I receive an error: monster_sserpent.qc:1030: error : Type Mismatch on redecleration of serp_melee. monsters/sse...
- Sun Jul 29, 2018 2:24 am
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 34651
Re: statue code from doe
Ha! That's a scary sprite there! Thanks Kell! I'm really surprised how much coding you put into it. Like making a flying duck go walzing the foxtrot! :biggrin: http://home.kpn.nl/lo2kf8/serptest0.jpg That will make it as strong as the new dragons in my qtest mod. Thanks a lot for your effort making ...
- Sat Jul 28, 2018 11:29 pm
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 34651
Re: statue code from doe
That's great, Shadowborough! I will try that out.
I am curious to see what will happen. I'm changing the skin to match the Quaddama.
It's still a mistery how to get the skin changed, something in the last death frame.
Thanks for your help, I'll check it out.
Succes with the Cabbagemouth!
I am curious to see what will happen. I'm changing the skin to match the Quaddama.
It's still a mistery how to get the skin changed, something in the last death frame.
Thanks for your help, I'll check it out.
Succes with the Cabbagemouth!
- Tue Jul 24, 2018 5:21 pm
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 34651
Re: statue code from doe
Thanks shadowborg! I tried with placing an mdl frame 146 static in game, and then teleport another serpent to the same place, while killtarget the static. It only works with a teleport_dest above the original. That way it doesn't look the same monster anymore. Great you managed it with qc. For now I...
- Mon Jul 16, 2018 11:33 pm
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 34651
Re: statue code from doe
Ah, so the cabbagemouth stays hungry! Here is the code I have in game, it has no alteration in the othe qc. That's probably how to make it smarter. For now the code is smarter then me. http://home.kpn.nl/lo2kf8/quake/models/serpent_study1_qc.zip Take your time, I'm puzzling already longer for it, an...
- Sat Jul 14, 2018 11:00 pm
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 34651
Re: statue code from doe
Ah! So it is the ai.qc I should look for first.
The proximity mine, sounds like doe.qc.
Thanks for the help. The code from the Serpent.
You can find it here https://home.kpn.nl/lo2kf8/quake/models ... study1.zip
The Cabbagemouth.., hungry feeling.
The proximity mine, sounds like doe.qc.
Thanks for the help. The code from the Serpent.
You can find it here https://home.kpn.nl/lo2kf8/quake/models ... study1.zip
The Cabbagemouth.., hungry feeling.
- Sat Jul 14, 2018 12:21 am
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 34651
Re: statue code from doe
I had no problems with another walking monster to turn it into a satatue. (well, that is..,) :cry: I had problems with turning the grey skin off to natural. I can target them the same way as the doe monsters. So is the statue code only impemented in the entity code, or on other places too. The flyin...
- Fri Jul 13, 2018 12:52 pm
- Forum: QuakeC Programming
- Topic: statue code from doe
- Replies: 29
- Views: 34651
statue code from doe
For some days now I'm trying to add the statue.qc from DOE to my own monster. I'm not sure, there are two monsters knight and hellknight, that have this code. So I tried to extrackt the code from the doe.qc, but it is tricky. My own monster with a walk routine doesn't seem so hard and triggers like ...