Search found 771 matches

by Wazat
Thu Apr 14, 2011 1:53 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

It's limited to 4 because the bodyque only has 4 entities. The limit can be increased in world.qc but by the time it's at a reasonable level for most Quake maps these days, you'll have run out of entities along the way.

The bodyque was designed for players in deathmatch, so that's why it has such ...
by Wazat
Thu Apr 14, 2011 1:32 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

Interesting. I'm not sure what would cause this bodyhopping. Are you doing this tutorial in fresh QC or in a mod? If you're doing it in a mod, try doing a fresh QC implementation and let me know if it still happens.


As for falling through the floor... hmm... Being too thin would have been my first ...
by Wazat
Tue Apr 12, 2011 2:06 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

DURRRR.... I feel stupid.

Found some time after all and downloaded the new darkplaces. So, it turns out the bodies sank through the floor for a good reason: they weren't falling through the floor, but the model was sinking just deep enough to look like it. We just need to set a minimum z size, then ...
by Wazat
Tue Apr 12, 2011 1:41 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

Hmm... I'm not sure why the corpses are blocking bullets so high. I could swear that this would drop their height to wafer-thin:

setsize (bodyque_head, '-16 -16 -1', '16 16 1');

Does that work? If so, at least we can work from there. If not, does anyone have any ideas? I haven't had the time to ...
by Wazat
Tue Apr 12, 2011 12:54 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

Grr... my mistake. I've fixed the first post (don't know how it ended up as hp hp and missing the string). CopyToBodyQue should look like this:

void(entity ent, float hp, string headmdl) CopyToBodyQue =
{
bodyque_head.angles = ent.angles;
...


However, you shouldn't have to remove it from defs.qc ...
by Wazat
Mon Apr 11, 2011 5:15 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

Seven: I need to update my darkplaces and take a look. I'll get back to you on it (sorry I've been so busy lately).

Lightning Hunter: Look at world.qc line 270. What function is that in? Did you miss a step like adding "float hp" to the parameters?

Hopefully I didn't flub the tutorial. If I did ...
by Wazat
Fri Apr 08, 2011 10:00 pm
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

Hi there, Seven.

My apologies for the delay, it's been a busy week. The issue you're describing may be engine-related. When I run my version of darkplaces it has problems you don't (axe and lightning gun, etc), but it doesn't have that problem -- I can shoot over bodies just fine.

I suspect your ...
by Wazat
Sat Apr 02, 2011 4:52 pm
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

Cool, glad you've got it worked out.

As for multiplayer, I'm just going to have to fight with it for a while until I figure it out. Thank you for testing!
by Wazat
Sat Apr 02, 2011 5:20 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

I updated the original post with those changes, for new users of the tutorial. Let me know if you guys have any trouble with it.

New adventure for you advanced coders:
Start a new project with fresh QC. Follow the tutorial, ignoring the corpse stuff (basically we want to call SemisolidPreThink and ...
by Wazat
Sat Apr 02, 2011 1:14 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

I will def have to apply this :)

One possible bug did come to mind. Does this set the corpse itself to non-solid if a player is standing in it or just make the player pass through it while still remaining solid?
Reason I ask is a possible bug can be if a player is standing in the entity, it's then ...
by Wazat
Thu Mar 31, 2011 12:04 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

leileilol: If I remember right, in TF2 allies can walk through each other right? If so, yes you can support this using the semisolid feature. If each player has semisolid = "team1" or "team2", and you modify the find functions to search for self.semisolid instead of "y" (or in addition to it), then ...
by Wazat
Wed Mar 30, 2011 5:29 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511203

Well the func_wall bug only affects walls with the semisolid feature. Shouldn't hurt other walls.

As for stepping on bodies, there's a few options. One involves adding the FL_ONGROUND flag when the player touches the corpse, which if I remember right allows him to step onto it. However, this allows ...
by Wazat
Wed Mar 30, 2011 2:20 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

I've confirmed that player frames (i.e. player_axe3) occur between PlayerPreThink and PlayerPostThink. This explains why the lightning gun and axe fail to hit corpses. It also means any walls using the semisolid feature will not block axes and lightning without a fix. I'm still trying to find a ...
by Wazat
Wed Mar 30, 2011 12:27 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511203

I've just written a gibbable corpses tutorial that allows for semisolid corpses in vanilla quake -- shouldn't require any special engine support. The player can shoot the corpses normally, but his movement is not impeded by them at all. I still have two bugs to fix, though.

Speaking of which ...
by Wazat
Wed Mar 30, 2011 12:17 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123740

I'm pleased to hear people are benefiting from this tutorial!

The head isn't there because when I call ThrowHead I pass a normal gib model instead of a head. It was a cheap solution to the problem of knowing which head model to throw. Bodyque corpses are generic and they don't know what monster ...