What are you working on?
Moderator: InsideQC Admins
Re: working on..,
Madfox wrote:I would like to give the OldOgre a new attack way, like shielding itself off and refleckt ammu.
That's an amazing idea.
The RMQ guys should pick it up - seriously. Just thinking of the different SP tactics that would be required has me grinning all over.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Yes! A truly medieval style ogre, as it was supposed to be... Awesome work, Madfox.
If you want I can cook some QC code to make him blocking attacks. But I don´t think he should be completely immune to damage when blocking, maybe the shield could split after some attacks... Great job anyway.
If you want I can cook some QC code to make him blocking attacks. But I don´t think he should be completely immune to damage when blocking, maybe the shield could split after some attacks... Great job anyway.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Thanks for your reply! Really enjoyed to make them.
Actually I'm searching for the old monsters that haven't made it.
The OldOgre is an example of one of the first screenshots before Quake came out.
So I decided to turn this one:

into this:

Anotherone is The Serpent from Qtest, which I came interested in
when I saw a texture of androids.com.
It seemed the only model was a distorted one so I made it into:

Or having fun with a crossbowknight!

Thanks for your offer frag.machine!
I've got the model animation done.
The thing I have is, that I have to add 8 or 9 frames as shield attack.
Second thing is to also let the ammu refleckt.

Actually I'm searching for the old monsters that haven't made it.
The OldOgre is an example of one of the first screenshots before Quake came out.
So I decided to turn this one:

into this:

Anotherone is The Serpent from Qtest, which I came interested in
when I saw a texture of androids.com.
It seemed the only model was a distorted one so I made it into:

Or having fun with a crossbowknight!

Thanks for your offer frag.machine!
I've got the model animation done.
The thing I have is, that I have to add 8 or 9 frames as shield attack.
Second thing is to also let the ammu refleckt.
Last edited by Madfox on Mon Nov 30, 2015 1:21 am, edited 2 times in total.
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Madfox - Posts: 106
- Joined: Sat Jan 15, 2005 3:13 pm
- Location: Holland
lookin great madfox! im curious to see a tutorial on animating and getting those baddies in game if you ever have the time. I know preach made a tutorial on animating but that involves using md3s, maybe you are using a different method? thanks.
also be sure to give proper url linkage to Prometheus http://androidarts.com/kawaiik/kawaiik.htm, his work is always stunning!
also be sure to give proper url linkage to Prometheus http://androidarts.com/kawaiik/kawaiik.htm, his work is always stunning!
- st3ady
- Posts: 18
- Joined: Wed May 14, 2008 7:48 pm
- Location: Baltimore, MD
Reflecting projectiles is a really cool effect.
Determining if the shield blocks could be done as a dot product, or with a solid_bbox or solid_trigger entity. Or a findradius every frame (see below).
Then you can reduce damage and/or reflect projectiles when your infront function returns true. Alternately you can spawn a trigger or solid box in front of the ogre (see below).
Reflecting the actual bullet that hurt the target can be tricky, but if you're happy with spraying a different kind of bullet at the player (say, hell knight spikes), it's really easy. Every time the ogre is damaged while blocking (by something in front of it, thus hitting the shield), spawn a hellspike projectile that launches at the player with some inaccuracy. The projectile will deal some percentage of damage based on the damage the ogre took (say, 50-75%).
If the player hits the ogre's shield with a rocket, that will bounce a powerful hell spike back at him. If he sprays the ogre with nails, that will spray him back with a blast of weaker hell spikes.
Another option is to simply spawn a solid object in front of the ogre. If a projectile hits the reflect object, it changes owner to the ogre and bounces off toward the player. With this method, however, touch functions of projectiles have to be aware of bouncy shields. Firebullets and LightningDamage can also be bounce-aware and do something with it.
Spawning a trigger in front of the ogre instead of a solid box will let the trigger reverse the direction of projectiles without causing the projectiles to touch the trigger (so their touch function doesn't activate, thus letting you grab the rocket without it exploding first). However, you'll still need special code for hitscan weapons like shotguns and lightning.
Actually, I can't remember if triggers will activate on size 0 objects like rockets. Maybe you have to do a think function with a findradius every frame (I forget which way I did it). The Archmage mod also had some interesting shield code, though it was more revolutionary in that the player could fire his projectiles through it, while it still blocked enemy attacks.
For hitscan weapons, you could try making a wrapper function for traceline called weapon_traceline. It does everything traceline does, but properly reflects off of shields etc.
Alternately just modify firebullets and lightningdamage to handle the special case of an ogre shielding. Shouldn't be hard.
In one of my ultra-old mods I actually made a shield that captured projectiles and made them revolve around the player. When he turned off the shield it caused all the nails, rockets and grenades he had collected around him fly in all directions. If he didn't turn off the shield in time, the grenades around him would explode and hurt him, so grenades were a good strategy for dealing with an enemy's shield. The enemy also had to avoid getting too close to walls or all the things populating his shield would smack into the wall and go either "tink" or "boom!".
This kind of thing can be done. It's just a matter of how you want it to work, and how plug-and-play it should be (my shield didn't handle hitscan weapons, for example, because that would have required special code outside of the shield itself).
As I think back on that shield, I realize there's one even cooler thing I could have done. Make a .entity oldowner that I set to the projectile's owner when the shield catches it. Then as the projectile is revolving around the player, it automatically releases as it comes around the other side, launching at the enemy that shot it in the first place. That could be fun! Imagine spraying nails at Madfox's tentacle monster, and watching them as they redirect around him, and come spraying back at you! Only way to fight that enemy is with hitscan weapons like the shotgun and lightning, or with the axe.
Anyway, I've talked enough on this thread. I really should move this to its own thread if I want to keep going so I don't bore everyone to death.
Edit: Oh, and BTW Madfox, those enemies rock! I really want to see them in action in-game.
Determining if the shield blocks could be done as a dot product, or with a solid_bbox or solid_trigger entity. Or a findradius every frame (see below).
Then you can reduce damage and/or reflect projectiles when your infront function returns true. Alternately you can spawn a trigger or solid box in front of the ogre (see below).
Reflecting the actual bullet that hurt the target can be tricky, but if you're happy with spraying a different kind of bullet at the player (say, hell knight spikes), it's really easy. Every time the ogre is damaged while blocking (by something in front of it, thus hitting the shield), spawn a hellspike projectile that launches at the player with some inaccuracy. The projectile will deal some percentage of damage based on the damage the ogre took (say, 50-75%).
If the player hits the ogre's shield with a rocket, that will bounce a powerful hell spike back at him. If he sprays the ogre with nails, that will spray him back with a blast of weaker hell spikes.
Another option is to simply spawn a solid object in front of the ogre. If a projectile hits the reflect object, it changes owner to the ogre and bounces off toward the player. With this method, however, touch functions of projectiles have to be aware of bouncy shields. Firebullets and LightningDamage can also be bounce-aware and do something with it.
Spawning a trigger in front of the ogre instead of a solid box will let the trigger reverse the direction of projectiles without causing the projectiles to touch the trigger (so their touch function doesn't activate, thus letting you grab the rocket without it exploding first). However, you'll still need special code for hitscan weapons like shotguns and lightning.
Actually, I can't remember if triggers will activate on size 0 objects like rockets. Maybe you have to do a think function with a findradius every frame (I forget which way I did it). The Archmage mod also had some interesting shield code, though it was more revolutionary in that the player could fire his projectiles through it, while it still blocked enemy attacks.
For hitscan weapons, you could try making a wrapper function for traceline called weapon_traceline. It does everything traceline does, but properly reflects off of shields etc.
Alternately just modify firebullets and lightningdamage to handle the special case of an ogre shielding. Shouldn't be hard.
In one of my ultra-old mods I actually made a shield that captured projectiles and made them revolve around the player. When he turned off the shield it caused all the nails, rockets and grenades he had collected around him fly in all directions. If he didn't turn off the shield in time, the grenades around him would explode and hurt him, so grenades were a good strategy for dealing with an enemy's shield. The enemy also had to avoid getting too close to walls or all the things populating his shield would smack into the wall and go either "tink" or "boom!".
This kind of thing can be done. It's just a matter of how you want it to work, and how plug-and-play it should be (my shield didn't handle hitscan weapons, for example, because that would have required special code outside of the shield itself).
As I think back on that shield, I realize there's one even cooler thing I could have done. Make a .entity oldowner that I set to the projectile's owner when the shield catches it. Then as the projectile is revolving around the player, it automatically releases as it comes around the other side, launching at the enemy that shot it in the first place. That could be fun! Imagine spraying nails at Madfox's tentacle monster, and watching them as they redirect around him, and come spraying back at you! Only way to fight that enemy is with hitscan weapons like the shotgun and lightning, or with the axe.
Anyway, I've talked enough on this thread. I really should move this to its own thread if I want to keep going so I don't bore everyone to death.
Edit: Oh, and BTW Madfox, those enemies rock! I really want to see them in action in-game.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
- Wazat
- Posts: 771
- Joined: Fri Oct 15, 2004 9:50 pm
- Location: Middle 'o the desert, USA
for lightning, couldnt you set the ogre to not be hurt by the lightning, and then do an angle check, and have the ogre shoot lightning from the spot where he's being hit so it looks like its reflecting off?
That would be pretty visually spectacular.
For grenades I would just have them not explode so they bounce off
the ogre like he's a wall.
That would be pretty visually spectacular.
For grenades I would just have them not explode so they bounce off
the ogre like he's a wall.
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gnounc - Posts: 424
- Joined: Mon Apr 06, 2009 6:26 am
Q
@st3ady - Mostly I've learned with modelling comes from trying to use the QMLE editor and the old Quark4.07, which has a model studio.
So I never came any further then im/exporting dxf files and watching the skinfile changes.
Then, after using Milkshape and Max3d I grew weird of manual, I bought an animating studio.
Now I can use my prefabs to 3DS in Qmle. Still I don't think there's a better manual than Preache's.
Indeed! I overlooked Prometheus side. Great work there!
@wazat - Wow, you give me a lot of oppertunities. Point is.., I'm a carrot when it comes to coding.
I started corresponding Preach about this and he came to a good way to do it.
But you're right. I can better start a new toppic about this.
@gnounc - There's a way to make a code to make the Ogre's shielding act like a kind of sphere around him.
In this way each attack will refleckt to the in/out going angle.
It only works when attacks of all weapons are recompiled.
I have the code, but not the knowledge (yet).

So I never came any further then im/exporting dxf files and watching the skinfile changes.
Then, after using Milkshape and Max3d I grew weird of manual, I bought an animating studio.
Now I can use my prefabs to 3DS in Qmle. Still I don't think there's a better manual than Preache's.
Indeed! I overlooked Prometheus side. Great work there!
@wazat - Wow, you give me a lot of oppertunities. Point is.., I'm a carrot when it comes to coding.
I started corresponding Preach about this and he came to a good way to do it.
But you're right. I can better start a new toppic about this.
@gnounc - There's a way to make a code to make the Ogre's shielding act like a kind of sphere around him.
In this way each attack will refleckt to the in/out going angle.
It only works when attacks of all weapons are recompiled.
I have the code, but not the knowledge (yet).
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Madfox - Posts: 106
- Joined: Sat Jan 15, 2005 3:13 pm
- Location: Holland
The crossbow knight is used in RMQ, the axe ogre is sceduled to be implemented when one of our coders finds the time (we are currently working to fix multiplayer issues). As far as I know, some others are supposed to be or become part of RMQ, too.
I'm surprised this wasn't mentioned.
I'm surprised this wasn't mentioned.
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Is there any kind of homepage or repo where we can see the progress being made in RMQ? So far the development of it has seemed very closed.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.
Get off my lawn!
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dreadlorde - Posts: 268
- Joined: Tue Nov 24, 2009 2:20 am
Well, indeed, the RMQ development is very closed for various reasons.
Some of us aren't the most outgoing people; some of us are really busy; some of us will post screenshots and stuff whenever they feel like it. Places to watch for casual updates are func_ and sometimes Quakeone.com. Our TRAC development system is private because our ongoing conversation is exactly that, private. The SVN repo has a lot of half-finished maps etc. and the contents might simply be misleading.
The thing is that RMQ development is also very busy; a part of the core team prefers to do actual work instead of making screenshots etc. whenever they can.
The whole multiplayer part is also on a server for everybody to see; when we release patch 1 soon, you'll actually have the most recent progs.dat and all the stuff that's needed to play through the id maps. You can actually play normal Quake using the last demo progs and assets. A singleplayer demo is in the pipeline, currently held up by the patch we're doing to fix issues in multiplayer.
I keep meaning to do a video of all in-development maps with some voice overs perhaps by the team, but again that's a lot of extra work. And I don't really know how to use video editing software. I can only make simple videos with Darkplaces. Right now, learning Blender is higher on my list than that.
Maybe I'll start a blog and do weekly updates with screenies. I dunno where you can have a blog, hopefully for free, and without too many ads, though.
A RMQ website is on the cards; again though, lots of additional work.
We haven't been very quick incorporating Madfox' monsters, simply because our core team is very busy. The crossbow knight is in and used in a map (he rocks - medieval grunt!), the zombie knight is also in the main RMQ tree, and we're going to incorporate the axe ogre next - we just discussed this some days ago via IRC.
But the bottom line is, we're swamped.
Some of us aren't the most outgoing people; some of us are really busy; some of us will post screenshots and stuff whenever they feel like it. Places to watch for casual updates are func_ and sometimes Quakeone.com. Our TRAC development system is private because our ongoing conversation is exactly that, private. The SVN repo has a lot of half-finished maps etc. and the contents might simply be misleading.
The thing is that RMQ development is also very busy; a part of the core team prefers to do actual work instead of making screenshots etc. whenever they can.
The whole multiplayer part is also on a server for everybody to see; when we release patch 1 soon, you'll actually have the most recent progs.dat and all the stuff that's needed to play through the id maps. You can actually play normal Quake using the last demo progs and assets. A singleplayer demo is in the pipeline, currently held up by the patch we're doing to fix issues in multiplayer.
I keep meaning to do a video of all in-development maps with some voice overs perhaps by the team, but again that's a lot of extra work. And I don't really know how to use video editing software. I can only make simple videos with Darkplaces. Right now, learning Blender is higher on my list than that.
Maybe I'll start a blog and do weekly updates with screenies. I dunno where you can have a blog, hopefully for free, and without too many ads, though.
A RMQ website is on the cards; again though, lots of additional work.
We haven't been very quick incorporating Madfox' monsters, simply because our core team is very busy. The crossbow knight is in and used in a map (he rocks - medieval grunt!), the zombie knight is also in the main RMQ tree, and we're going to incorporate the axe ogre next - we just discussed this some days ago via IRC.
But the bottom line is, we're swamped.
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
I think your approach is quite correct, goldenboy. Focus in real work first, then you can later worry about screenshots and promotion. So far, RMQ is being a grateful surprise, keep the good work.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
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