QuakeC contract work (Kot-in-Action hiring)

Discuss programming in the QuakeC language.
motorsep
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Re: QuakeC contract work (Kot-in-Action hiring)

Post by motorsep »

heya,

It's going. Working on a new game, still Darkplaces powered. Tomes of Mephistopheles is the new game. There are few screenshots on KiA's website and a test video on my youtube channel.
I am sorry, I missed that portion where you proposed to work pro-bono. I sure value young professionals who are willing to volunteer in exchange for credits and experience. Do you have a website up with your works?
toneddu2000
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Re: QuakeC contract work (Kot-in-Action hiring)

Post by toneddu2000 »

I sure value young professionals who are willing to volunteer in exchange for credits and experience.
Oh oh.. ehm.. not so young! :oops: :)
Do you have a website up with your works?
I hope to finish it in the last month. I'll pm you when it's done!

EDIT: Regarding Tomes of mephistopheles: Yay! This time is a FPS! I'm very curious about that dungeon atmosphere!
Meadow Fun!! - my first commercial game, made with FTEQW game engine
motorsep
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Re: QuakeC contract work (Kot-in-Action hiring)

Post by motorsep »

You aren't 60, are you? :)

Could you please e-mail me a few samples of your work? This way I don't have to wait until next month for your website :)
toneddu2000
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Re: QuakeC contract work (Kot-in-Action hiring)

Post by toneddu2000 »

No, well, no, I'm younger! :)
Yep, I'll pm when I uploaded them.
Meadow Fun!! - my first commercial game, made with FTEQW game engine
toneddu2000
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Re: QuakeC contract work (Kot-in-Action hiring)

Post by toneddu2000 »

pm'd you ;)
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Mexicouger
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Re: QuakeC contract work (Kot-in-Action hiring)

Post by Mexicouger »

How Qualified of a QC programmer are you looking at? I have completely coded Augustine's menu from scratch, but not in QC. It's all done engine-side.
Depending on how complex of things you are looking at, I may be able to help.
motorsep
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Re: QuakeC contract work (Kot-in-Action hiring)

Post by motorsep »

Sorry for being absent, was busy.

I am looking for someone who can create a sample code for animation driven AI (a la Quake AI), but for IQM models (no frames, framegroups).
toneddu2000
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Re: QuakeC contract work (Kot-in-Action hiring)

Post by toneddu2000 »

this is a code for an Ogre Clone in quake (erebus model stolen by Xonotic so you could use it for test it!). I leave ogre AI as Id did, just changed animations code. Nothing fancy and not so high level but, hey, I'm not a programmer! :)
The only problem with this code is that I can't predict the correct order of frames in framegroups. If, for example , run animation is exported as number 0, in quakec #0 is fire animation frame and so on. I also talked with Lee Salzman about this weird behaviour but he had no clues.

Code: Select all


/*
** EREBUS **
*/

/* Idle Animation */
void() erebus_idle = {
  self.frame = 5; //why animations frame are scrambled in framegroups!?!
  self.frame++;
  ai_stand();
  self.nextthink = time + 0.1;
};

/* Run Animation */
void() erebus_run = {
  self.frame = 0;
  self.frame++;
  ai_run(9);
  self.nextthink = time + 0.04; // minore è l'intervallo, meno pausa c'è tra la fine dell'animazione e la sua (possibile) ripetizione
};


/* Death Animation */

/*
* for death animation it needs square braces []
* because it needs two values:
* current animation ( simply the frame number just like 1 or 2, etc.)
* and nextthink (what monster should do AFTER animation visualization)
* I created a erebus_death2 function which simply calls itself and stop every other animation functions
*/

void()	erebus_death	= [1,erebus_death2]
{
  //self.frame = x; IT DOESN'T NEED! It tooks the frame (1) in the square braces
  self.frame++;
  self.solid = SOLID_NOT; // became not solid
  self.ammo_rockets = 2;DropBackpack();
  erebus_death2();
};

void() erebus_death2 = {
  bprint("esecuzione di erebus_death2\n");
  erebus_death2; //no () or the game crashes when invoked!Why?
}

void(string scritta) erebus_die =
{
  erebus_death();
  bprint("You killed Erebus!!\n");
};


/* FIXME!It doesn't make damage! */
void() chainsaw {
  ai_charge(10);
  T_Damage (self.enemy, self, self, 2);
  SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
}




//FIRST MELEE ANIMATION
void() erebus_melee1 = [3,erebus_melee2]{
  self.frame++;
  ai_charge(9);
  chainsaw(200);
};

//SECOND MELEE ANIMATION (same as first melee animation. It needs to "reload" the first one)
void() erebus_melee2 = [4,erebus_run]{
  self.frame++;
  self.nextthink = time + 0.7;
  erebus_melee2;
};

//function "father", invoked by th_melee
void() erebus_melee = {
  erebus_melee1();
};


void() erebus_pain = [2,erebus_run]{
  self.frame++;
  ai_pain(4);
  self.nextthink = time + 0.2; // minore è l'intervallo, meno pausa c'è tra la fine dell'animazione e la sua (possibile) ripetizione
};


    




/*QUAKED monster_erebus (1 0 0) (-32 -32 -24) (32 32 64) Ambush

*/
void() monster_erebus =
{
	
	precache_model ("models/erebus/iqm/erebus.iqm");
	precache_model ("progs/dog.mdl");
	
	precache_sound ("ogre/ogidle.wav");
	precache_sound ("ogre/ogidle2.wav");


	self.solid = SOLID_SLIDEBOX;
	self.movetype = MOVETYPE_STEP;

	setmodel (self, "models/erebus/iqm/erebus.iqm");

	setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
	self.health = 200;

	self.th_stand = erebus_idle;
	self.th_walk = erebus_run;
	self.th_run = erebus_run;
	self.th_die = erebus_die;
	self.th_melee = erebus_melee;
	self.th_pain = erebus_pain;
	
	walkmonster_start();
};

Meadow Fun!! - my first commercial game, made with FTEQW game engine
motorsep
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Re: QuakeC contract work (Kot-in-Action hiring)

Post by motorsep »

There are no frames in the framefroup. Doing self-frame = 5 will play animation set of framegroup #5, which can have 100 frames or can have 10 frames of idling animation. Advancing to the next framegroup, as self.frame++ will switch to another set of animation (whatever goes after idling, running for example). So with that code you will be swapping indle, with run, with death, with attack anims.
toneddu2000
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Re: QuakeC contract work (Kot-in-Action hiring)

Post by toneddu2000 »

Yes, I'm aware of this. Infact for frame I mean the animation strip
Meadow Fun!! - my first commercial game, made with FTEQW game engine
r00k
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Re: QuakeC contract work (Kot-in-Action hiring)

Post by r00k »

I'd help but i dont know the IQM implementation. :| Maybe I can just do grounds keeping until I find a lost golf ball ;)
motorsep
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Re: QuakeC contract work (Kot-in-Action hiring)

Post by motorsep »

IQM is similar to old ZYM. Instead of frames it has framegroups, or animations sequences. It's much easier to work with in a way that you simply set animation framegroup, self.frame = 0; for example, which corresponds to let's say idle animation . Set it and forget it :) if animation is looped, it will be playing on its own. No other code needed, so to speak.

I'll dig AI, no problemo :)
toneddu2000
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Re: QuakeC contract work (Kot-in-Action hiring)

Post by toneddu2000 »

I'd like to help you with modeling/animation support, if you want of course! Because this forum and quake community needs badly better knowledge on this topic
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Baker
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Re: QuakeC contract work (Kot-in-Action hiring)

Post by Baker »

The wikipedia articles on 3D math suck ass.

Somehow even the Wikipedia articles on 2D math suck ass, and keep in mind that schools teach that shit to 5th graders these days.

Whatever the strengths of Wikipedia, math is not one of them. Pray that whatever aliens come to Earth first do not judge us on the Wikipedia math articles; they all fucking suck and make even simple concepts like rise/run and circle math seem like you need to get a Tudor.

Somewhere, there are some nerds with some explaining to do ... specifically, how can u screw up explaining simple math concepts so bad. Wikipedia is really, really bad and treats math like a terminology fest. I'd say more but I think I already did ...

A nerd is someone who knows every word in the dictionary, but has no clue to the meaning behind the word ... grrrr .... Wikipedia is often very useful but the math articles seem like some inbred cloister is the only people who have contributed ...

:evil:
The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
motorsep
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Re: QuakeC contract work (Kot-in-Action hiring)

Post by motorsep »

Is it sir Baker himself or someone hacked his account or else ? :)

Either way, I departed from DarkPlaces to idTech 4 to save myself from frustrations and find some new ones. It was a great pleasure (and pain) working with DarkPlaces engine. Thank you LordHavoc, contributors and The Community!
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