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Resurrecting Fiend Hunter

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Resurrecting Fiend Hunter

Postby mcbain » Fri Feb 04, 2011 12:40 am

Fiend hunter is my favourite mod of all time, but I've always been frustrated that I couldn't play it on other engines (although FH's engine was pretty cool for its time).

So... I have attempted to integrate darkplaces with FH. (Please bear in mind I am a TOTAL noob when it comes to programming) I looked for the differences in engine source code and matched them up; so now I have a version of Darkplaces which will run FH.

But of course it's not that simple. It seems instead of hatching, the fiend eggs just 'die'. They grow and pulsate, then gib (at which point a fiend is supposed to emerge) and then.. nothing. Just a few gibs.

I can't see how the action of spawning a new fiend is directly dependent on the engine, but like I said, I'm a noob.

Any advice or thoughts would be appreciated. I'm honestly surprised I managed to get this far given how little I know about coding :)

If anyone is interested I'll upload the modified darkplaces (and decompiled FH source, which xoltan never released)

PS. The links for original FH and engine source are here:

viewtopic.php?p=15240
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Postby qbism » Fri Feb 04, 2011 6:00 am

Not an expert on the subject, but I recall other discussion(s) about how to spawn a new entity after an entity dies. If it's non-trivial in qc, maybe that's why/how the engine was hacked.

Yes, this is one of those mods that always sticks in the mind. A visceral experience in more ways than one.
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