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A template for space-strategy mods has born.

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A template for space-strategy mods has born.

Postby Teiman » Tue Jun 26, 2007 3:58 pm

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 :D

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! :D
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Postby CocoT » Tue Jun 26, 2007 4:05 pm

Great! I can't wait to see it, Tei! :)
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Postby Teiman » Tue Jun 26, 2007 6:23 pm

It looks crappy, because is crappy.

Image

OH NOES, THE DEATH ST^H^H THE BIG AXE!
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Postby MauveBib » Tue Jun 26, 2007 10:06 pm

Yup, I used a similar idea in my "EasterROIDS" speedmod.
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Postby Teiman » Thu Jun 28, 2007 12:00 pm

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.
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Postby Sajt » Thu Jun 28, 2007 8:54 pm

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.
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Postby scar3crow » Thu Jun 28, 2007 8:56 pm

Yes Sajt. that is definitely a quantic chain reaction explosion.
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Postby FrikaC » Fri Jun 29, 2007 12:23 am

Cool song name.
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Postby CocoT » Mon Jul 09, 2007 9:39 pm

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?
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Postby RenegadeC » Tue Jul 10, 2007 1:34 am

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.
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Postby Teiman » Tue Jul 10, 2007 10:34 am

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... :D

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 :D,... 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.
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Re: A template for space-strategy mods has born.

Postby Teiman » Wed Jul 18, 2007 9:09 pm

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.


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");



};
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Postby FrikaC » Wed Jul 18, 2007 11:45 pm

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.
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Postby Tei » Thu Jul 19, 2007 7:43 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
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Postby FrikaC » Thu Jul 19, 2007 2:36 pm

Try removing the line missile.owner = self;
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