Mod Request - Mapper-friendly mod with darkplaces features
Moderator: InsideQC Admins
40 posts
• Page 1 of 3 • 1, 2, 3
Mod Request - Mapper-friendly mod with darkplaces features
It would be really great if we got together as a community and devised an open source (bah Quoth, bah I say!) mapper-friendly mod to accommodate darkplaces features.
Example features I think it should have:
Other features could be added but must be non-gameplay-changing or optional if they are, like smarter monster navigation could be added, but needs a spawnflag, everything must be intentionally chosen or enabled by the level designer.
It would be preferable if the darkplaces features are correctly detected and fallbacks are provided - the mod working without darkplaces, as best it can.
Thoughts? Suggestions? Volunteers?
Example features I think it should have:
- no gameplay changes
- some aesthetic enhancements - gibbable corpses, etc.
- breakable objects
- physics objects if supported - fall back to MOVETYPE_NONE otherwise
- monster spawners - maintain population, total spawn limit
- APPEAR spawnflag - allows a monster to be triggered to make it teleport in, without a separate teleporter room
- warpzonelib - divVerent's portals system
- breakable light fixtures - a model entity that can be shot to destroy it and turn off the dlight
Other features could be added but must be non-gameplay-changing or optional if they are, like smarter monster navigation could be added, but needs a spawnflag, everything must be intentionally chosen or enabled by the level designer.
It would be preferable if the darkplaces features are correctly detected and fallbacks are provided - the mod working without darkplaces, as best it can.
Thoughts? Suggestions? Volunteers?
- LordHavoc
- Posts: 322
- Joined: Fri Nov 05, 2004 3:12 am
- Location: western Oregon, USA
sounds good
ill gladly help if im able to, just take in mind i newer had any lessons in coding i learned what im able to do today by trial and error
for the physics part theres allready several free alternatives to havok like bullet, maybe a choice ?.
ill gladly help if im able to, just take in mind i newer had any lessons in coding i learned what im able to do today by trial and error
for the physics part theres allready several free alternatives to havok like bullet, maybe a choice ?.
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
reckless wrote:for the physics part theres allready several free alternatives to havok like bullet, maybe a choice ?.
But DarkPlaces already has ODE physics if libode1.dll is present. (note: only compatible with double precision builds of ODE)
That said I keep hearing about glitches with it on Windows, it worked okay on Linux here, I probably need to take up the task of building it on each platform...
Also I do intend to add Bullet someday as an alternative.
- LordHavoc
- Posts: 322
- Joined: Fri Nov 05, 2004 3:12 am
- Location: western Oregon, USA
I declare myself as volunteer for anything graphic: models, textures and animations.
In this coders supremacy age, artists are not so important!
Always faithful to Dp, Always
In this coders supremacy age, artists are not so important!
Always faithful to Dp, Always
- toneddu2000
- Posts: 1352
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
i can provide windows builds of libraries/dll's needed (got my own crossbuild environment) hmm actually i think i got a windows version (mingw/msvc compatible) of bullet if you want something to start work with.
if you need anything else i have a huge database with 32/64 bit libraries for pretty much anything.
if you need anything else i have a huge database with 32/64 bit libraries for pretty much anything.
-

revelator - Posts: 2567
- Joined: Thu Jan 24, 2008 12:04 pm
- Location: inside tha debugger
Re: Mod Request - Mapper-friendly mod with darkplaces featur
LordHavoc wrote:It would be really great if we got together as a community and devised an open source (bah Quoth, bah I say!) mapper-friendly mod to accommodate darkplaces features
I regret being so noob and without being able to collaborate!!
hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Additional feature ideas:
- Rotating brushes
Movable triggers (buttons in elevators for example)
Moving liquids (raising or lowering water/lava/slime level)
APPEAR spawnflag for items
misc_model
misc_sound
...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.
-

scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
[eh ... this post wasn't contributing anything constructive to the thread.]
Last edited by Baker on Tue May 31, 2011 3:02 pm, edited 1 time in total.
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
-

Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
scar3crow wrote:Additional feature ideas:Rotating brushes
Movable triggers (buttons in elevators for example)
Moving liquids (raising or lowering water/lava/slime level)
APPEAR spawnflag for items
misc_model
misc_sound
Reltest? or something like it?
- FrikaC
- Site Admin
- Posts: 1026
- Joined: Fri Oct 08, 2004 11:19 pm
Indeed, that looks very much like what I had in mind with most of my suggested additions.
I wonder how Hip/Rogue weather/environmental support would go with all of this? I'm talking the thunder storms and flashes of The Crypt, and the earthquakes of Elemental Fury I.
I wonder how Hip/Rogue weather/environmental support would go with all of this? I'm talking the thunder storms and flashes of The Crypt, and the earthquakes of Elemental Fury I.
...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.
-

scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
All of the above, except APPEAR flag AFAIK(which requires engine mod?) Works best on engines with physics and rotating brush fixes.LordHavoc wrote:I've been informed that p0x made a mod ages ago called extras r4 which had some of this stuff (like elevators with buttons)... It would be good to take a look at its feature list as well.
Guessing func_water works best with engine traceline that can handle "in_func_water" for special sound effects and floating.
-
qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
I made a mod a long time ago, it began from Reltest, that had basically every mapper-centric feature I could think of - nearly everything from both mission packs, painkeep's mapping stuff and all the stuff from Custents. It was a monstrosity. I wouldn't mind doing it over as kind of a quick thing for Qexpo, but I obviously can't maintain it into the future. I can set up a public SVN for it though.
It was going to be for my single player episode...which got as far as 1 short intro map.
It was going to be for my single player episode...which got as far as 1 short intro map.
- FrikaC
- Site Admin
- Posts: 1026
- Joined: Fri Oct 08, 2004 11:19 pm
40 posts
• Page 1 of 3 • 1, 2, 3
Who is online
Users browsing this forum: No registered users and 2 guests
