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Postby MauveBib » Tue Dec 16, 2008 5:28 pm

Urre wrote:Wicked Mauve. Damnit, now I need to get my RTS back on track again...


Aye, it's coming along, but it's annoyingly slow progress at the moment. Coding the external scripting system means rewriting vast swathes of code just to achieve the same effect as before!

I spent an hour yesterday making buildings use the external scripts, but as a result it's now indistinguishable from before!
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Postby Urre » Tue Dec 16, 2008 8:25 pm

Hah! The life of a coder, isn't it lovely

I know how you feel :)
I was once a Quake modder
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Postby revelator » Tue Dec 16, 2008 9:01 pm

ya tons of coffe little sleep and a butt that hurts :lol: :shock: :D

and very nice mh ;) the d3d version runs like hell on ice here :D
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Postby Baker » Tue Dec 16, 2008 11:08 pm

jim wrote:So you drawed that by coding it? Pretty cool :)


Actually no. That one is a texture where OpenGL is just drawing the needle.

Although I will probably make a purely drawable one [knowing it won't really have a practical use, drawing is slower and more complicated than making a texture]. It won't look quite as nice as that one, but will be close.
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Postby MauveBib » Wed Dec 17, 2008 2:59 am

I reckon I'll have the DiD2 external unit scripting system finished by the end of the week, which I'll test by adding an entirely new army (probably of quake monsters) without even recompiling the qc.
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Postby scar3crow » Wed Dec 17, 2008 3:08 am

without even recompiling the qc.

Between that British accent, and such programmatic prowess, you know how to drive me wild.
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Postby MauveBib » Wed Dec 17, 2008 3:17 am

Meaw.
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Postby jim » Wed Dec 17, 2008 9:10 pm

Hey, Chris, I have a small suggestion for the dpmgui. Could it just look for the exe automatically from the same directory dpmgui exists? It's kind of odd to look for the exe everytime I launch the program. At least it remembers the folder I used previous time in the find file dialog :roll:
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Postby MauveBib » Fri Dec 19, 2008 4:03 am

Finally managed to get the unit selection box linked to the camera angle rather than the world's axis. Oddly working out the coordinates for the box was a lot harder than getting the right units to select, which is odd, since it's theoretically a much easier task.

http://uk.youtube.com/watch?v=aRR4tqcNzjU
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Postby scar3crow » Fri Dec 19, 2008 4:32 am

As I said on irc, thats very cool, particularly the use of colormod there.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby MeTcHsteekle » Fri Dec 19, 2008 8:43 pm

haHA!! now i have somthing to commit to this thread thanks to leileilol's blender tut

Image

now i just need to take of the heath rockets and HUD with I.P. Freely... or he might stay, the texture is right from ROTT; http://www.ibiblio.org/GameBytes/issue2 ... /rott4.gif
still needs some touch up though
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Postby GiffE » Sat Dec 20, 2008 1:37 am

I was starting menu coding again (all my previous menu code is obtainable on my other HD) and decided to upload a "scratch" of mqc.

MenuQC is imo very underused but better documented, than csqc. Hopefully this may be useful for someone or help get MQC some purpose.
http://giffe-bin.net/files/mqc_scratch.zip

I personally prefer to use CSQC over menuqc any time I can.
But for a main menu it is not really plausible.
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Postby Wazat » Sat Dec 20, 2008 6:50 pm

This isn't at all Quake-related (Warcraft III), but I am still modding (thankfully). It helps that my LAN game buddies enjoy playing this map with me. They're actually the main driving force to getting it done. :)

Image

This is my Dragon Swarm map/mod. Waves of enemies come pouring in to your base, and you have to build towers to stop them from destroying your town hall.

The towers use command points (food) like normal units, and you can't build farms. Your food increases as you level up the Greater Command ability on your hero. This forces you to make do with less towers while you wait for your hero to level up. You also have to worry about upkeep, since you're mining gold for building and repairing towers.

Towers include Arrow, Glaive, Cannon, Lightning, Flame, etc. The flame towers napalm an area in a line, burning the ground for a while. I'm especially proud of these. :) The lightning towers use chain lightning every 20 seconds or so. There's also some misc towers like the Spider Den (summons spiders) and Mine Tower (automatically mines the area around them).

This mod is nothing like the "Tower Defense" maps that Blizzard and others made. I hate those. The enemies just run right past and it's really not my style. In Dragon Swarm, enemies will attack your towers and base in overwhelming waves, and you've got to use your heroes to protect them or you're doomed.

I'll post the map itself sometime around the next stable release, for those who are interested.
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Postby MeTcHsteekle » Sat Dec 20, 2008 10:18 pm

looks like the town is in hell wazat, sounds like fun :D
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Postby MauveBib » Sun Dec 21, 2008 4:47 am

Finally getting around to replacing the horrible bmodel buildings in DiD2 with some mildly less horrible model buildings. The textures still need work.

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