![Wink ;)](./images/smilies/icon_wink.gif)
My PC version of my mod is running on Darkpalces atm, maybe i will change to your Engine X then
![Big Grin :D](./images/smilies/icon_biggrin.gif)
I wasn't aware there was a tutorial on this. Jukki, can I get a link to look this tutorial? There are about 4 components to this modification and if someone already walked through the steps that would be a time saver.Jukki wrote:Soltitude has this if you want to take look and xlink posted a tutorial how to add that engine part (allready in darkplaces)
Code: Select all
void() TP_V_Weaps =
{
if (!self.TP_V_Weap)
return;
if (self.weapon == IT_COLT)
setmodel(self.TP_V_Weap, "progs/g_colt.mdl");
else if (self.weapon == IT_TESLA)
setmodel(self.TP_V_Weap, "progs/g_tesla.mdl");
else if (self.weapon == IT_RAY)
setmodel(self.TP_V_Weap, "progs/g_ray.mdl");
else if (self.weapon == IT_BIATCH)
setmodel(self.TP_V_Weap, "progs/g_colt.mdl");
else if (self.weapon == IT_KAR_SCOPE)
setmodel(self.TP_V_Weap, "progs/g_kars.mdl");
else if (self.weapon == IT_BAR)
setmodel(self.TP_V_Weap, "progs/g_bar.mdl");
else if (self.weapon == IT_M1A1)
setmodel(self.TP_V_Weap, "progs/g_m1a1.mdl");
else if (self.weapon == IT_FLAME)
setmodel(self.TP_V_Weap, "progs/g_flame.mdl");
else if (self.weapon == IT_THOMPSON)
setmodel(self.TP_V_Weap, "progs/g_thomp.mdl");
else if (self.weapon == IT_SAWNOFF)
setmodel(self.TP_V_Weap, "progs/g_sawn.mdl");
else if (self.weapon == IT_DB)
setmodel(self.TP_V_Weap, "progs/g_db.mdl");
else if (self.weapon == IT_KAR)
setmodel(self.TP_V_Weap, "progs/g_kar.mdl");
else if (self.weapon == IT_FG)
setmodel(self.TP_V_Weap, "progs/g_fg.mdl");
else if (self.weapon == IT_TRENCH)
setmodel(self.TP_V_Weap, "progs/g_trench.mdl");
else if (self.weapon == IT_MG)
setmodel(self.TP_V_Weap, "progs/g_mg.mdl");
else if (self.weapon == IT_GEWEHR)
setmodel(self.TP_V_Weap, "progs/g_gewehr.mdl");
else if (self.weapon == IT_BROWNING)
setmodel(self.TP_V_Weap, "progs/g_browning.mdl");
else if (self.weapon == IT_357)
setmodel(self.TP_V_Weap, "progs/g_357.mdl");
else if (self.weapon == IT_PPSH)
setmodel(self.TP_V_Weap, "progs/g_ppsh.mdl");
else if (self.weapon == IT_PANZ)
setmodel(self.TP_V_Weap, "progs/g_panzer.mdl");
else
setmodel(self.TP_V_Weap, "");
// Set the world weapons origin and angles to that of the player
self.TP_V_Weap.angles = self.angles;
if (self.weapon == IT_COLT || self.weapon == IT_357 || self.weapon == IT_RAY || self.weapon == IT_BIATCH)//frames for pistol
self.TP_V_Weap.frame = self.frame + 1;
else if (self.frame < 80)
self.TP_V_Weap.frame = self.frame + 1;
else
self.TP_V_Weap.frame = self.frame - 79;//frames for rifles
self.TP_V_Weap.origin = self.origin;
};
then put this to PlayerPreThink
if (coop || deathmatch)//no need to see it my self in singleplayer?
TP_V_Weaps();
and same to PlayerPostThink
and then this to PutClientInServer:
w_weap = spawn();
w_weap.movetype = MOVETYPE_NONE;
w_weap.touch = SUB_Null;
//setmodel (w_weap, "progs/W_nail.mdl");
setorigin (w_weap, self.origin);
w_weap.solid = SOLID_NOT;
w_weap.angles = self.angles;
w_weap.owner = self;
w_weap.classname = "world_weapon";
w_weap.nodrawtoclient = self;
self.TP_V_Weap = w_weap;
then add thease to defs.qc:
.entity nodrawtoclient;
.entity TP_V_Weap;
Well, have you reported them to moddb? To id Software? If they violate the GPL then go demand your rights.dr_mabuse wrote:hmm ok...
I need to find another way...
NZP has something like VWEAP, but again - no source :/
Thanks for the QuakeC illustration Jukki, that is very helpful.Jukki wrote:well i can post here how i didit
We opened discussions on multiplayer features a short while ago, but the focus for now and the immediate short term is on SP. From the look of things it's reasonable to say that what comes out of MP development is going to be quite different to what is done in SP. E.g. many of the gameplay features being done for SP are not going to be suitable for use in MP, and most of the SP maps are just too huge/detailed/layout-unfriendly for use in MP. Truth is that when you start advancing beyond the (fairly simplistic) initial confines of Quake, this logical split does present itself. A Quake II level is about as much as that kind of design can sustain, and we're well beyond that - imagine deathmatching in warpc? When you see something like e2m1rq you'll know what I mean.Baker wrote:I think Remake Quake project might be doing this.
Sounds like MD3Baker wrote:adding a fake model tag into the Quake .mdl file.
My interest in vwep ironically isn't multiplayer, but more Goldenboy's "grunts with guns" ... the ability to separate the monster from his weapon.mh wrote:We opened discussions on multiplayer features a short while ago, but the focus for now and the immediate short term is on SP.Baker wrote:I think Remake Quake project might be doing this.