A template for space-strategy mods has born.

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Teiman
Posts: 311
Joined: Sun Jun 03, 2007 9:39 am

A template for space-strategy mods has born.

Post by Teiman »

I am socked how easy has been to create the base template to make space based mods.

I have create a big room, with "skytexture" walls (all walls that way).
And I have located a skybox with space theme.

I have created a "sphere" model with a few 'world alike" skins: lava, earth, moon, duneish, ...

I have added a mininmal scheleton mod, and make a button to spawn a "sun" (with EF_* fx), and droped these models.

TADA!.. I have created the solar system :D

My next target is to implement (with that basic template) a Gualcon alike game. Maybe even with AI.
http://www.imitationpickles.org/galcon/

Expect a new mod sooon! :D
CocoT
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Post by CocoT »

Great! I can't wait to see it, Tei! :)
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Teiman
Posts: 311
Joined: Sun Jun 03, 2007 9:39 am

Post by Teiman »

It looks crappy, because is crappy.

Image

OH NOES, THE DEATH ST^H^H THE BIG AXE!
MauveBib
Posts: 634
Joined: Thu Nov 04, 2004 1:22 am

Post by MauveBib »

Yup, I used a similar idea in my "EasterROIDS" speedmod.
Apathy Now!
Teiman
Posts: 311
Joined: Sun Jun 03, 2007 9:39 am

Post by Teiman »

Hi!,

I need WAV files, for some events:

* Planetary Destruction sound
* Solar nova explosion sound
* Megadeath, quantic chain reaction explosion
* "Genesis", planet terraformation
* "Comunism", robots revolution
* "Utopia", angel alike sound for "perfect society,peace and love" event
* General sound for planet attacked by several ships
* "Planet under attack!". Maybe I will use some voice generator, any suggestion for a artificial voice generator?
* "Colony lost!", voice
* "Capital World under attack!", voice
* "You lost", voice

Please attach the wav file, or post a url.

I will be also nive to have a original quakeC src for QuakeWorld.
Sajt
Posts: 1215
Joined: Sat Oct 16, 2004 3:39 am

Post by Sajt »

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.
scar3crow
InsideQC Staff
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Location: Alabama

Post by scar3crow »

Yes Sajt. that is definitely a quantic chain reaction explosion.
FrikaC
Site Admin
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Post by FrikaC »

Cool song name.
CocoT
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Post by CocoT »

It looks fun, Tei :)
How's your search for wav files going? Any luck? It feels like there should be a good amount of free explosion sounds available around, doesn't it?
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RenegadeC
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Post by RenegadeC »

This looks pretty interesting, reminds me of start to an old dos game called Star Reach / Star Federation :)

Here's some inspiration:

http://www.abandonia.com/games/936/down ... rReach.htm

Try it out Tei, might give you some ideas.
Teiman
Posts: 311
Joined: Sun Jun 03, 2007 9:39 am

Post by Teiman »

Has been a week on Italy, exploring that country. Very nice!.
Maybe I will post some photos of me on San Protocol street, Lago di Garda, Lago di Como, and a "geelaterie" (italian ultramegafantabulous amazingnescustom ice creams shops ).

I am like... reengineered and energized to make something cool.

If only I can stop of downloading anime... :D

I have new ideas for this. Because I can't really make a nice lookink planet, maybe is a better idea to use sprites.

I can really make some crazy things with sprites, like builtin a counter on a 256 frames sprite :D,... so the population can be marked with a sprite, the race with another, and another for selection.

Maybe I can make so poiting to a planet select it, and show a context-menu. I can make centerprint look sexier.

I can also text some crazy ideas with makestatic. So planets are static items (like torches on normal quake), but make a custom protocol message to "toggle" the view of that item.
Teiman
Posts: 311
Joined: Sun Jun 03, 2007 9:39 am

Re: A template for space-strategy mods has born.

Post by Teiman »

Hi!,

I need help.

I try to make so the player "select" world only pointing in the general direction of the planets. But I fail to "select" these. I can make the planets take damage, and firing at it with missiles, etc, kill it, but not the zing, axe or gunshots,.. so has to be something traceline related, but not idea what :(

That code is for QW.

Code: Select all



.float scale;
.float alpha;

.entity selector;


entity sun;
void() CheckSun = 
{

    local entity sun2;
    if (sun)
        return;
        
    sun = spawn ();
	sun.owner = self;
	setmodel (sun, "progs/mundo2.mdl");
	setsize (sun, '0 0 0', '0 0 0');
	setorigin (sun, self.origin);
    sun.effects = EF_DIMLIGHT |EF_BRIGHTLIGHT;
    sun.alpha = 0.1;
    sun.scale = 5;
    
    sun2 = spawn ();
	sun2.owner = self;
	setmodel (sun, "progs/sun.mdl");
	setsize (sun, '0 0 0', '0 0 0');
	setorigin (sun, self.origin);
    sun.effects = EF_DIMLIGHT |EF_BRIGHTLIGHT;
    sun.alpha = 0.4;
    sun.scale = 2;
        
        
        
};


void() W_FireTest =
{
	local	entity missile, mpuff;
    
    CheckSun();
    
	missile = spawn ();
	missile.owner = self;
	missile.solid = SOLID_BBOX;
	missile.classname = "planet";

	makevectors (self.v_angle);

	missile.nextthink = time + 40;
	missile.think = SUB_Remove;
    missile.skin = random()*6;
    missile.scale = 0.4 + random()*8;

	setmodel (missile, "progs/mundo2.mdl");
    //setmodel (missile, "progs/planet1.spr");
/*
	if (random()*100<50)
		setmodel (missile, "progs/sun16.spr");
	else 
		setmodel (missile, "progs/planet16.spr");
*/

	//setsize (missile, '0 0 0', '0 0 0');
      setsize (missile, '-16 -16 -16', '16 16 16');
	setorigin (missile, self.origin + '0 0 80') ;
	missile.takedamage = DAMAGE_AIM;
	missile.th_die = SUB_Remove;

};





void () SUB_RemoveSelector = 
{
      self.owner.selector = world;
      SUB_Remove();
};


void(vector org,entity master) CreateSelector = {

	local	entity missile, mpuff;    
    
	missile = spawn ();
	missile.owner = self;
	missile.nextthink = time + 40;
	missile.think = SUB_RemoveSelector;
	setmodel (missile, "progs/hud.spr");
	setorigin (missile,org) ;
	missile.owner = master;
      master.selector = missile;

      sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);

		WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
		WriteByte (MSG_MULTICAST, TE_GUNSHOT);
		WriteByte (MSG_MULTICAST, 3);
		WriteCoord (MSG_MULTICAST, org_x);
		WriteCoord (MSG_MULTICAST, org_y);
		WriteCoord (MSG_MULTICAST, org_z);
		multicast (org, MULTICAST_PVS);

};


void() W_Select =
{
	local   vector  source;
	local   vector  org;
	local float len;

	len = 4192;

	makevectors (self.v_angle);
	source = self.origin + '0 0 16';
	traceline (source, source + v_forward* len, FALSE, self);
	if (trace_fraction == 1.0)
		return;
	
        
      if (trace_ent)
      if (trace_ent!=world)
	if (!trace_ent.selector)
	if (trace_ent.classname=="planet") {
		CreateSelector(trace_ent.origin,trace_ent);
	} 

      bprint (PRINT_HIGH, ":", ftos(trace_fraction), "\n");
      if (trace_ent) if (trace_ent.classname)
			     bprint (PRINT_HIGH, ":", trace_ent.classname , "\n");



};
FrikaC
Site Admin
Posts: 1026
Joined: Fri Oct 08, 2004 11:19 pm

Post by FrikaC »

How are the planet entities set up? I see the Sun stuff, but it's set to 0 0 0 by 0 0 0, so obviously that's not interactive.
Tei
Posts: 193
Joined: Mon Oct 25, 2004 12:22 pm

Post by Tei »

FrikaC wrote:How are the planet entities set up? I see the Sun stuff, but it's set to 0 0 0 by 0 0 0, so obviously that's not interactive.
Is the "W_FireTest" function. Ignore the call to CheckSun();. Sorry about the naming, is poorly named and indented :(


note: the sun thing is called once, and spawn a "planet" with sun model, with rocket fx
FrikaC
Site Admin
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Joined: Fri Oct 08, 2004 11:19 pm

Post by FrikaC »

Try removing the line missile.owner = self;
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