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Help finding an old Gibbable Corpses tutorial

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Help finding an old Gibbable Corpses tutorial

Postby Wazat » Tue Mar 22, 2011 1:20 am

Hey everyone,

I'm trying to find an old tutorial I wrote for gibbable corpses. It was distinct from other such tutorials because it used the Ace of Nails gibbable corpses that were non-solid but shootable, without needing any engine support (it worked fine in standard dos quake).

The tutorial died silently with my website (static.condemned.com) long ago. Does anyone still have it, by chance? I just got a private message from someone asking for it.

-Wazat
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Postby leileilol » Tue Mar 22, 2011 3:51 am

I thought your cat inherited everything?

Anyway, it's not anywhere in my archive of the site. Are you sure it was even there?
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Postby Wazat » Tue Mar 22, 2011 5:07 am

leileilol wrote:I thought your cat inherited everything?

Anyway, it's not anywhere in my archive of the site. Are you sure it was even there?


Predictably, he squandered his inheritance living a life of booze and women. We found him passed out in a drainage ditch 30 miles from home, remembering nothing but regretting nothing. Now he just stares at walls and licks himself.


As for the tutorial, according to func_messageboard archives I once posted a link to the tutorial on my site. However, that was some time ago (back when Battlemech and Ace of Nails came out).

It's been so long, I don't even fully remember how the corpses worked. That said, the code is still in Ace of Nails and Conquest for anyone that wants it. It will just be less clear than a tutorial. :/

How it works (I actually looked at the AoN source to remember):
Touching a corpse sets its owner to the player who touched it. Then during PlayerPostThink (I think) it sets its owner back to nobody so the player can shoot it.

How I've spent the last few years thinking it works (lol):
At the end of PlayerPreThink, run a loop that sets all the corpses' solids to SOLID_NOT (or sets their owner to the player). At the beginning of PlayerPostThink, run a loop that sets all the corpses' solids to solid again (or sets their owner back to nobody). I suspect setting owner instead of solid would be less buggy, since solidity changes have interesting effects in some cases. Because all player physics are run between pre and post think, players never collide with corpses, but can shoot them normally.

I wonder if that second method would actually work...
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Postby Error » Tue Mar 22, 2011 5:36 am

Wazat: if you'd like, I can host you on www.slipgateconstruct.com. I'd hate for your work to go unnoticed to the newcomers here or replayed by us old folk.

The same goes to anyone here without a place to store and show your work.
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Postby leileilol » Tue Mar 22, 2011 12:56 pm

http://leileilol.mancubus.net/static

This is up for now. The tutorial isn't there as I only grabbed everything linked from the front page, so no wonder I missed some exclusive tut for func_ or so. Maybe I can zip up this place and send it your way?

And yes. Get a new site. and some day all 3 hales need to bond to make something awesome in darkplaces - It could benefit the professional portfolio for all 3 hales.

p.s. Ever played Borderlands? It's very Conquestish
p.p.s. conquest almost sorts of works in engoo_qsb svn but freezes sometimes heh
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Postby Wazat » Thu Mar 24, 2011 4:13 am

Error: Thanks for the offer, but I'd better pass. As busy as my life has been, having a website would be another burden that I'd inevitably abandon. :) This weekend, for example, I'll probably be working for free to meet a deadline that was supposed to be 3 weeks away. yay!

leileilol: Thanks for having that up, by the way. I'm actually really relieved that my mods didn't just disappear into the ether with my site. Thank you!

I probably neglected to link to the tutorial on the front page. My suspicion is it's dead and gone, but that's okay. If I ever get the time, I'd like to experiment with the method I mentioned above and see if it would work. If it does, it would be really cool... and I'd make a tutorial out of that.

In fact, for some reason I think I have experimented with it, and gotten it working... maybe in monster swarm (players moving through each other and through monsters)? Hmmm...


Oh, btw, I have played and greatly enjoyed Borderlands. It's quite different from Conquest (much cleaner and more polished, and the gameplay style is pretty different). I like a lot of what they did, mechanics-wise. It's a very well-designed game!

Is engoo_qsb an engine?
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Postby ceriux » Thu Mar 24, 2011 4:57 am

Error wrote:Wazat: if you'd like, I can host you on www.slipgateconstruct.com. I'd hate for your work to go unnoticed to the newcomers here or replayed by us old folk.

The same goes to anyone here without a place to store and show your work.


you should make your site like moddb, but for quake related projects =).
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Postby Error » Thu Mar 24, 2011 7:14 am

I honestly wanted to make a moddb.com style site just for Quake mods... but I'm no website guru.
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Postby Chip » Thu Mar 24, 2011 8:36 am

Error wrote:I honestly wanted to make a moddb.com style site just for Quake mods... but I'm no website guru.


I could help you with that. I am a website guru. 8)
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Postby Error » Thu Mar 24, 2011 8:44 am

Chip: only concern I have about it is, how many people would truly use it? how many people would just consider it 'another moddb'?
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Postby Chip » Thu Mar 24, 2011 8:51 am

Error wrote:Chip: only concern I have about it is, how many people would truly use it? how many people would just consider it 'another moddb'?


Not more than a handful, I guess. Just us here.

I know what I'm going to do. :idea: Just give me a couple of days.
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Postby leileilol » Thu Mar 24, 2011 1:48 pm

When modDB first started out, no one at i3d ever cared for it... and we still don't. When your site is largely Valve-biased, comprising of valve fanboys, it does that repelling effect, with that "Cake is a lie" "Help me make a CS" "Source Engine is made from scratch by God" and "Half-Life is made with Quake2" stuff being prime factors.

The problem with ambitious new sites these days is that in a year they'll be destroyed in a lack of renewal or some other fateful disaster. This curse happens to Quake a lot, leading to a collective state of reclusiveness for everyone, which leads to a lack of chance of collaborating on some database place. It's as good as a dead novelty.

Wazat wrote:Is engoo_qsb an engine?


yes (see sig)
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Postby Spirit » Thu Mar 24, 2011 3:56 pm

Error wrote:Chip: only concern I have about it is, how many people would truly use it? how many people would just consider it 'another moddb'?
How many people would bother with a site for Q1 sp maps. :wink:

If you want to do, do it. In the worst case you will learn some things. More probably you will enjoy doing it. And in the best case your site will be a great resource.

I'd say mods are vastly more popular than sp maps to the generic person who knows Quake and yet Quaddicted is a success in any way you look at it. Yay!
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby Baker » Thu Mar 24, 2011 5:29 pm

Spirit wrote:I'd say mods are vastly more popular than sp maps to the generic person who knows Quake and yet Quaddicted is a success in any way you look at it. Yay!


Quaddicted is a major success any way you look at it.
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Postby negke » Thu Mar 24, 2011 6:55 pm

Spirit's key to success: outsourcing. 8)
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