Search found 1120 matches

by Dr. Shadowborg
Mon Aug 13, 2018 10:33 pm
Forum: Project Showcase
Topic: [FTEQW][REL] Escape from Space
Replies: 5
Views: 5739

Re: [FTEQW][REL] Escape from Space

Tried it, pretty good. Alien Biomass grows too quickly, and the exit timer takes too long though. Biomass ends up growing and too many aliens come out of the ducts for me to handle. :-(
by Dr. Shadowborg
Mon Aug 13, 2018 10:11 pm
Forum: QuakeC Programming
Topic: statue code from doe
Replies: 29
Views: 31446

Re: statue code from doe

Version 1.1 now available: https://drive.google.com/open?id=1OjRkoYB8w9C5qz0zVAXaNdHHQL6HPJXV Tested with FTEQW and QSS. Contains several bugfixes, now features gravity while in item mimic mode, and can be placed on plats / doors / trains and also pushed off of them by other brushes. Added sitting s...
by Dr. Shadowborg
Wed Aug 08, 2018 12:11 am
Forum: QuakeC Programming
Topic: statue code from doe
Replies: 29
Views: 31446

Re: statue code from doe

Sorry for the lack of updates, been kinda buried at work. I've been bugfixing and have finished implementing plan 3 (separate "physics" object, i.e. entity with movetype_toss that updates the position of the monster every frame) to allow it to be placed on doors / plats / trains and be pus...
by Dr. Shadowborg
Thu Aug 02, 2018 2:14 am
Forum: QuakeC Programming
Topic: statue code from doe
Replies: 29
Views: 31446

Re: statue code from doe

'trigger in clipping list' generally means .solid was changed to solid_trigger WITHOUT the requisite setorigin/etc afterwards. This helped greatly in determining the problem. Thanks Spike! :biggrin: Okay, heres a quick fix: Change this code in sserp_diequad3 self.solid = SOLID_TRIGGER; // set to it...
by Dr. Shadowborg
Thu Aug 02, 2018 12:16 am
Forum: QuakeC Programming
Topic: statue code from doe
Replies: 29
Views: 31446

Re: statue code from doe

The nail functions are doubled and make to many calls. While compiling I get the statement: commen player.qc : 311 : warning : too many parameters on call to W_FireSuperSpikes Its not that it is making too many calls, its that you don't have an upgraded W_FireSuperSpikes. (weapons.qc) The variables...
by Dr. Shadowborg
Mon Jul 30, 2018 11:02 pm
Forum: QuakeC Programming
Topic: statue code from doe
Replies: 29
Views: 31446

Re: statue code from doe

The new squad frame for the serpent looks good. A bit hard to make the texture the same shape. Looks pretty good. When I try to compile the mad_serp src with FteQuakeC I receive an error: monster_sserpent.qc:1030: error : Type Mismatch on redecleration of serp_melee. monsters/sserpent_melee.qc 875 ...
by Dr. Shadowborg
Sun Jul 29, 2018 11:11 pm
Forum: QuakeC Programming
Topic: statue code from doe
Replies: 29
Views: 31446

Re: statue code from doe

Ha! That's a scary sprite there! Thanks Kell! I'm really surprised how much coding you put into it. Like making a flying duck go walzing the foxtrot! :biggrin: ... That will make it as strong as the new dragons in my qtest mod. Thanks a lot for your effort making this creep work! While examining th...
by Dr. Shadowborg
Sun Jul 29, 2018 12:06 am
Forum: QuakeC Programming
Topic: statue code from doe
Replies: 29
Views: 31446

Re: statue code from doe

That's great, Shadowborough! I will try that out. I am curious to see what will happen. I'm changing the skin to match the Quaddama. It's still a mistery how to get the skin changed, something in the last death frame. Thanks for your help, I'll check it out. Succes with the Cabbagemouth! :smile: No...
by Dr. Shadowborg
Thu Jul 26, 2018 12:37 am
Forum: QuakeC Programming
Topic: statue code from doe
Replies: 29
Views: 31446

Re: statue code from doe

It's done! Go get it! :smile: EDIT: v1.0 removed, link now points to v1.1 https://drive.google.com/open?id=1OjRkoYB8w9C5qz0zVAXaNdHHQL6HPJXV The .qc is all self contained in src/monsters/sserpent.qc. Should pretty much drop into any normal quake sourcebase. I had to modify the model (serpent.mdl) a ...
by Dr. Shadowborg
Wed Jul 25, 2018 1:39 am
Forum: QuakeC Programming
Topic: statue code from doe
Replies: 29
Views: 31446

Re: statue code from doe

Sorry, its gonna have to be tomorrow, I got dogpiled by some chores today and theres a couple more bugs that need squashing. :cry: For now I'm trying to make the squad_serpent look like the original quaddamage. It still doesn't look convincing enough, and how to make a static frame turn? (flag~all s...
by Dr. Shadowborg
Mon Jul 23, 2018 11:25 pm
Forum: QuakeC Programming
Topic: statue code from doe
Replies: 29
Views: 31446

Re: statue code from doe

Update:

Monster code v1.0 is complete and working. Final debug now in progress, once it's done I'll stick the .qc file 'n stuff up for you. (probably be sometime tomorrow) :wink:
by Dr. Shadowborg
Mon Jul 16, 2018 6:51 pm
Forum: QuakeC Programming
Topic: statue code from doe
Replies: 29
Views: 31446

Re: statue code from doe

Update: Gonna need a few more days, some stuff in RL came up and I gotta build out the basic monster first before I can properly test the special features. Examining the framegroups reveals that this is a rather interesting monster to work with. Initial .qc version will probably feel like a vanilla ...
by Dr. Shadowborg
Sun Jul 15, 2018 12:16 am
Forum: QuakeC Programming
Topic: statue code from doe
Replies: 29
Views: 31446

Re: statue code from doe

Ah! So it is the ai.qc I should look for first. The proximity mine, sounds like doe.qc. Thanks for the help. The code from the Serpent. You can find it here https://home.kpn.nl/lo2kf8/quake/models/serpent_study1.zip The Cabbagemouth.., hungry feeling. :neutral: Okay, got it. I'll get to work on it,...
by Dr. Shadowborg
Sat Jul 14, 2018 10:29 pm
Forum: QuakeC Programming
Topic: statue code from doe
Replies: 29
Views: 31446

Re: statue code from doe

I had no problems with another walking monster to turn it into a satatue. (well, that is..,) :cry: I had problems with turning the grey skin off to natural. I can target them the same way as the doe monsters. So is the statue code only impemented in the entity code, or on other places too. The flyi...
by Dr. Shadowborg
Fri Jul 13, 2018 8:31 pm
Forum: QuakeC Programming
Topic: statue code from doe
Replies: 29
Views: 31446

Re: statue code from doe

For some days now I'm trying to add the statue.qc from DOE to my own monster. I'm not sure, there are two monsters knight and hellknight, that have this code. So I tried to extrackt the code from the doe.qc, but it is tricky. My own monster with a walk routine doesn't seem so hard and triggers like...