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Postby Trickle » Tue Apr 21, 2009 12:10 pm

well underway!

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still finishing the ball, but as you can see there is a blue quake symbol side and a red quake symbol side
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Postby Trickle » Tue Apr 21, 2009 12:14 pm

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8-bit skins included!
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Postby Orion » Tue Apr 21, 2009 2:27 pm

Niiiiice! :D
Can you send me the new player and ball skins please?

Here's a bigger map: http://www.quaketastic.com/upload/files/multiplayer/maps/scr2.zip
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Postby Lardarse » Tue Apr 21, 2009 4:18 pm

Here's an idea: Since armor doesn't appear to be present, you could use the armor display for stamina, leaving centerprint free.
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Postby ceriux » Tue Apr 21, 2009 4:31 pm

yea, that'd be cool.
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Postby Trickle » Tue Apr 21, 2009 7:39 pm

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Postby Trickle » Tue Apr 21, 2009 7:49 pm

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a rainy soccer day
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Postby CocoT » Tue Apr 21, 2009 8:33 pm

Awesome stuff!!! And with a lot of potential for growth! I can totally imagine tricks, tackles and other moves, new fields and - why not - a single-player tournament! :D
It was a lot of fun, even with just bots. I only encountered two odd things. Sometimes the ball seemed to go inside, but, for some reasons, it wasn't registered as a goal. Also, at one point, the bots got stuck (see picture below), but I' sure it's just bound to happen from time time...


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Postby Orion » Tue Apr 21, 2009 9:46 pm

Yeah I noticed that too. That map I made was too small.
And that happens because the ball's size is '-8 -8 -8' '8 8 8' and it rounds to player size clipping hull when touching the world. But if I set it to bullet size it would be kinda hard for a player to touch the ball, and you'll only see half ball when it is landed on the floor.

I uploaded a bigger map on an earlier post, and the field's size is 3616x1824 units. The field should be as close as possible to this size when making your map.

Here are 2 images showing where the ball enters or not:

Small map (soccer.bsp):
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Large map (scr2.bsp):
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Postby Baker » Wed Apr 22, 2009 3:19 am

Nice!

(If playing soccer I get to be Brazil ;) )
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Postby Lardarse » Wed Apr 22, 2009 3:44 am

It's difficult to know what to do about the extra height on the ball...
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Postby MauveBib » Wed Apr 22, 2009 12:20 pm

Lardarse wrote:It's difficult to know what to do about the extra height on the ball...


Make it point sized, but make it MOVETYPE_FLYMISSILE while on the ground, as that uses a player clipping hull against entities? you might need to force_retouch all the time, I'm not sure. This may or may not work, I'm not certain.

Alternatively, make it DP specific and use Q3 BSP.
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Postby Lardarse » Wed Apr 22, 2009 12:52 pm

I've thought of a rather complicated, rather hacky way. Have 2 entities for the ball: one that the player colides with, and another that is just the ball. Then you do something hacky where the entity that is touchable is doing tests against world at the corners, and the ball is always following it.
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Postby MauveBib » Wed Apr 22, 2009 12:58 pm

Or use Twig and have proper physics as well :)
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Postby Supa » Wed Apr 22, 2009 5:15 pm

Orion: Neat mod. I wasn't sure how well the limit on jumping would work but with the limited stamina it works nicely. Might I suggest using the health counter to display stamina? Considering that there isn't anyway to lose health the counter would go unused otherwise..

Anyway, I like it. Thanks. :)
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