A template for space-strategy mods has born.
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A template for space-strategy mods has born.
I am socked how easy has been to create the base template to make space based mods.
I have create a big room, with "skytexture" walls (all walls that way).
And I have located a skybox with space theme.
I have created a "sphere" model with a few 'world alike" skins: lava, earth, moon, duneish, ...
I have added a mininmal scheleton mod, and make a button to spawn a "sun" (with EF_* fx), and droped these models.
TADA!.. I have created the solar system
My next target is to implement (with that basic template) a Gualcon alike game. Maybe even with AI.
http://www.imitationpickles.org/galcon/
Expect a new mod sooon!
I have create a big room, with "skytexture" walls (all walls that way).
And I have located a skybox with space theme.
I have created a "sphere" model with a few 'world alike" skins: lava, earth, moon, duneish, ...
I have added a mininmal scheleton mod, and make a button to spawn a "sun" (with EF_* fx), and droped these models.
TADA!.. I have created the solar system
My next target is to implement (with that basic template) a Gualcon alike game. Maybe even with AI.
http://www.imitationpickles.org/galcon/
Expect a new mod sooon!
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
Hi!,
I need WAV files, for some events:
* Planetary Destruction sound
* Solar nova explosion sound
* Megadeath, quantic chain reaction explosion
* "Genesis", planet terraformation
* "Comunism", robots revolution
* "Utopia", angel alike sound for "perfect society,peace and love" event
* General sound for planet attacked by several ships
* "Planet under attack!". Maybe I will use some voice generator, any suggestion for a artificial voice generator?
* "Colony lost!", voice
* "Capital World under attack!", voice
* "You lost", voice
Please attach the wav file, or post a url.
I will be also nive to have a original quakeC src for QuakeWorld.
I need WAV files, for some events:
* Planetary Destruction sound
* Solar nova explosion sound
* Megadeath, quantic chain reaction explosion
* "Genesis", planet terraformation
* "Comunism", robots revolution
* "Utopia", angel alike sound for "perfect society,peace and love" event
* General sound for planet attacked by several ships
* "Planet under attack!". Maybe I will use some voice generator, any suggestion for a artificial voice generator?
* "Colony lost!", voice
* "Capital World under attack!", voice
* "You lost", voice
Please attach the wav file, or post a url.
I will be also nive to have a original quakeC src for QuakeWorld.
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
It looks fun, Tei
How's your search for wav files going? Any luck? It feels like there should be a good amount of free explosion sounds available around, doesn't it?
How's your search for wav files going? Any luck? It feels like there should be a good amount of free explosion sounds available around, doesn't it?
Neurotic Conversions - New location: Update your bookmarks!
-

CocoT - Posts: 695
- Joined: Tue Dec 14, 2004 5:39 pm
- Location: Belly-Gum
This looks pretty interesting, reminds me of start to an old dos game called Star Reach / Star Federation
Here's some inspiration:
http://www.abandonia.com/games/936/down ... rReach.htm
Try it out Tei, might give you some ideas.
Here's some inspiration:
http://www.abandonia.com/games/936/down ... rReach.htm
Try it out Tei, might give you some ideas.
-

RenegadeC - Posts: 391
- Joined: Fri Oct 15, 2004 10:19 pm
- Location: The freezing hell; Canada
Has been a week on Italy, exploring that country. Very nice!.
Maybe I will post some photos of me on San Protocol street, Lago di Garda, Lago di Como, and a "geelaterie" (italian ultramegafantabulous amazingnescustom ice creams shops ).
I am like... reengineered and energized to make something cool.
If only I can stop of downloading anime...
I have new ideas for this. Because I can't really make a nice lookink planet, maybe is a better idea to use sprites.
I can really make some crazy things with sprites, like builtin a counter on a 256 frames sprite
,... so the population can be marked with a sprite, the race with another, and another for selection.
Maybe I can make so poiting to a planet select it, and show a context-menu. I can make centerprint look sexier.
I can also text some crazy ideas with makestatic. So planets are static items (like torches on normal quake), but make a custom protocol message to "toggle" the view of that item.
Maybe I will post some photos of me on San Protocol street, Lago di Garda, Lago di Como, and a "geelaterie" (italian ultramegafantabulous amazingnescustom ice creams shops ).
I am like... reengineered and energized to make something cool.
If only I can stop of downloading anime...
I have new ideas for this. Because I can't really make a nice lookink planet, maybe is a better idea to use sprites.
I can really make some crazy things with sprites, like builtin a counter on a 256 frames sprite
Maybe I can make so poiting to a planet select it, and show a context-menu. I can make centerprint look sexier.
I can also text some crazy ideas with makestatic. So planets are static items (like torches on normal quake), but make a custom protocol message to "toggle" the view of that item.
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
Re: A template for space-strategy mods has born.
Hi!,
I need help.
I try to make so the player "select" world only pointing in the general direction of the planets. But I fail to "select" these. I can make the planets take damage, and firing at it with missiles, etc, kill it, but not the zing, axe or gunshots,.. so has to be something traceline related, but not idea what
That code is for QW.
I need help.
I try to make so the player "select" world only pointing in the general direction of the planets. But I fail to "select" these. I can make the planets take damage, and firing at it with missiles, etc, kill it, but not the zing, axe or gunshots,.. so has to be something traceline related, but not idea what
That code is for QW.
- Code: Select all
.float scale;
.float alpha;
.entity selector;
entity sun;
void() CheckSun =
{
local entity sun2;
if (sun)
return;
sun = spawn ();
sun.owner = self;
setmodel (sun, "progs/mundo2.mdl");
setsize (sun, '0 0 0', '0 0 0');
setorigin (sun, self.origin);
sun.effects = EF_DIMLIGHT |EF_BRIGHTLIGHT;
sun.alpha = 0.1;
sun.scale = 5;
sun2 = spawn ();
sun2.owner = self;
setmodel (sun, "progs/sun.mdl");
setsize (sun, '0 0 0', '0 0 0');
setorigin (sun, self.origin);
sun.effects = EF_DIMLIGHT |EF_BRIGHTLIGHT;
sun.alpha = 0.4;
sun.scale = 2;
};
void() W_FireTest =
{
local entity missile, mpuff;
CheckSun();
missile = spawn ();
missile.owner = self;
missile.solid = SOLID_BBOX;
missile.classname = "planet";
makevectors (self.v_angle);
missile.nextthink = time + 40;
missile.think = SUB_Remove;
missile.skin = random()*6;
missile.scale = 0.4 + random()*8;
setmodel (missile, "progs/mundo2.mdl");
//setmodel (missile, "progs/planet1.spr");
/*
if (random()*100<50)
setmodel (missile, "progs/sun16.spr");
else
setmodel (missile, "progs/planet16.spr");
*/
//setsize (missile, '0 0 0', '0 0 0');
setsize (missile, '-16 -16 -16', '16 16 16');
setorigin (missile, self.origin + '0 0 80') ;
missile.takedamage = DAMAGE_AIM;
missile.th_die = SUB_Remove;
};
void () SUB_RemoveSelector =
{
self.owner.selector = world;
SUB_Remove();
};
void(vector org,entity master) CreateSelector = {
local entity missile, mpuff;
missile = spawn ();
missile.owner = self;
missile.nextthink = time + 40;
missile.think = SUB_RemoveSelector;
setmodel (missile, "progs/hud.spr");
setorigin (missile,org) ;
missile.owner = master;
master.selector = missile;
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 3);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
};
void() W_Select =
{
local vector source;
local vector org;
local float len;
len = 4192;
makevectors (self.v_angle);
source = self.origin + '0 0 16';
traceline (source, source + v_forward* len, FALSE, self);
if (trace_fraction == 1.0)
return;
if (trace_ent)
if (trace_ent!=world)
if (!trace_ent.selector)
if (trace_ent.classname=="planet") {
CreateSelector(trace_ent.origin,trace_ent);
}
bprint (PRINT_HIGH, ":", ftos(trace_fraction), "\n");
if (trace_ent) if (trace_ent.classname)
bprint (PRINT_HIGH, ":", trace_ent.classname , "\n");
};
- Teiman
- Posts: 309
- Joined: Sun Jun 03, 2007 9:39 am
FrikaC wrote:How are the planet entities set up? I see the Sun stuff, but it's set to 0 0 0 by 0 0 0, so obviously that's not interactive.
Is the "W_FireTest" function. Ignore the call to CheckSun();. Sorry about the naming, is poorly named and indented
note: the sun thing is called once, and spawn a "planet" with sun model, with rocket fx
-

Tei - Posts: 193
- Joined: Mon Oct 25, 2004 12:22 pm
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