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making a quake mod...

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making a quake mod...

Postby behind_you » Sat Feb 05, 2011 8:31 am

hey! im new here and i need help modding quake 1. i dunno where to post this so move it if it's not supposed 2 b here.

being a newbie and all, can i get help with:

making enemy health appear on your hud (aka boss health
making a boss
when bag is dropped, it doesn't float and spin, instead it drops realistically
walking speed
weapon bobbing
making rain and sky
changing text font of game
changing hud
weapon carry limit
weapon drops when you switch to another weapon
animating models when u draw them, put them away
RELOADING GUN!!! not just having all the bullets in the weapon

EDIT: changing menus. what files am i supposed 2 edit?

ps indepth tutorials plz. im really noobish
Last edited by behind_you on Sat Feb 05, 2011 9:04 am, edited 1 time in total.
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Postby gnounc » Sat Feb 05, 2011 8:44 am

quakeC reference guide
pages.cs.wisc.edu/~jeremyp/quake/quakec/quakec.pdf

quakeC tutorials
http://inside3d.com/tutorials.php

compiler, editor and quake game code source.
http://tremor.quakedev.com/qcide.html

read all of that and make sense of what you can first.
You're asking too much too fast,
Pick a topic to tackle and genuinely try to tackle it.
And most importantly, spend some time with the quake source.
Read it over... and over.. and over, especially the bits that pertain to
what you're trying to achieve.
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Postby gnounc » Sat Feb 05, 2011 8:46 am

the easiest ones on your list i believe would be the weapon dropping and the reload.

look in weapons.qc for both.

http://www.inside3d.com/showtutorial.php?id=249

thats a reload tutorial to start you on your merry way. good luck.
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Postby behind_you » Sat Feb 05, 2011 8:53 am

yo gnounc! u stalkin me? jk!

thanks 4 ur help bt im not askin 4 2 much 2 fast cuz ive been working on this 4 a month now nd all i got done are models. i just wanna get started with actually implementing my own codes. i usually lose passion for things when im stuck at something for a long time. so i agree, tackle one thing at a time. so are all these possible? nd how?
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Re: making a quake mod...

Postby Dr. Shadowborg » Sat Feb 05, 2011 5:03 pm

behind_you wrote:making enemy health appear on your hud (aka boss health


This requires engine modification.

If you're using Darkplaces you'll need to use CSQC. This is rather complicated though. Also, I think frag.machine was tinkering around with a hud script thingie that would be suitable, but as the upgrade guy in Strife says..."It's not ready yet."

Aside from that you'll need to learn some C and pick a suitable engine source to modify.

behind_you wrote:making a boss
when bag is dropped, it doesn't float and spin, instead it drops realistically


This requires some modeling / model flag, and QuakeC and should be fairly easy, depending on what your boss actually does. The bag should be super easy.

behind_you wrote:walking speed
weapon bobbing
making rain and sky


These are more complex, though you can change walking speed via some cvars. Weapon bobbing requires some engine mods though. (engoo has truly delicious bobbing) Rain can be simulated via QuakeC, sky requires an engine mod if you want skyboxes. (DP and other engines support skyboxes)

behind_you wrote:changing text font of game


Easily done via modification of the conchars. You'll need a tool to work on the gfx.wad file, such as fimg.

behind_you wrote:changing hud
weapon carry limit


Depends on how you want to change it. If you're keeping the standard layout, just edit the gfx.wad file as with conchars. If you actually want to move stuff around, etc. then you're gonna need CSQC / HudScript and or modify the engine source yourself.

I'm not quite sure what you mean by weapon carry limit. If it's like halo, then simple QuakeC will suffice for this.

behind_you wrote:weapon drops when you switch to another weapon
animating models when u draw them, put them away


QuakeC and putting the animations in your model will get you this.

behind_you wrote:RELOADING GUN!!! not just having all the bullets in the weapon
EDIT: changing menus. what files am i supposed 2 edit?


Again, animations in the model, and QuakeC. For changing menus, again if you want to simply change graphics, then look around for .lmp files in your pak0.pak and pak1.pak. If you want to physically change the menu, you'll need to modify the engine source, or use MenuQC (this is part of CSQC).
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Postby frag.machine » Sat Feb 05, 2011 10:26 pm

behind_you wrote:yo gnounc! u stalkin me? jk!

thanks 4 ur help bt im not askin 4 2 much 2 fast cuz ive been working on this 4 a month now nd all i got done are models. i just wanna get started with actually implementing my own codes. i usually lose passion for things when im stuck at something for a long time. so i agree, tackle one thing at a time. so are all these possible? nd how?

Code: Select all
FragMachine_Error() : Failed to parse "thanks 4 ur help bt im not askin 4 2 much 2 fast cuz ive been working on this 4 a month now nd all i got done are models. "


;)

PS: just kidding. Welcome.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Mexicouger » Sat Feb 05, 2011 11:51 pm

I also made some Quakec Video tutorials if you ever want to learn visually
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Postby behind_you » Tue Feb 08, 2011 8:47 am

THANKS A LOT EVERYONE!

hmmm..... looking at thing, im doubting i could do all these things on the psp. can i?

another thing........ what is cvars? I'm stumped there. and another thing. i wanna put background music, but i wanna make the music start whene a certain event occurs (opens a door, goes to specific location.). anyone know how to do that on quakec or anyother way?


ps how do i change health and make it display as a bar instead of a number?

EDIT: mexicougar, plz post ur videos!
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Postby Mexicouger » Tue Feb 08, 2011 11:05 pm

You are jumping the gun. Learn basics before you try to get all commando on yourself
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Postby Sajt » Wed Feb 09, 2011 8:01 am

Going commando is, actually, quite easy, in my view.
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 leileilol » Wed Feb 09, 2011 12:47 pm

Contrary to your view; in my view it makes me feel uneasy.
i should not be here
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Postby Sajt » Wed Feb 09, 2011 1:56 pm

Well, done properly it isn't in anyone's view at all...
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