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InsideQC Forums • View topic - Tutorial Requests

Tutorial Requests

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Postby Orion » Sun Sep 16, 2007 1:33 am

QIP won't be updated anymore, that's bad! :(
Otherwise frag.machine could send the workaround fixing the monsters that aren't affected by liquids bug.
Well, I understand HTML language, but I don't know how to create a domain...
If possible, someone could create a site about quake bugs, because there are more bugs that wasn't posted there.
For exaple, when "coop" is set to 1, in e1m7 when you're killed by Chton and respawn, he'll look at you, but he won't attack!
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Postby Urre » Tue Sep 25, 2007 6:56 am

I was once a Quake modder
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Postby FrikaC » Tue Sep 25, 2007 3:30 pm

FrikaC
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Postby Seven » Sat Oct 06, 2007 9:05 pm

Hello,

I have visited your "QuakeC Tutorials" and browsed through this Forum,
but was not able to find a existing TUT or a Request for this issue:

The nails from the Nailgun appear not from the "end of the weapon",
but from the lower edge from your screen.

The Supernailgun nails are in my opinion correct. They appear right from
the end of the gun (which is "realistic").

Until now, I only found one Engine and one Mod which handle/corrected this issue:
FTE-QW and Darkplaces DPmod

I am using Darkplaces, but play only Single Player Quake. So I dont want to use
the DPmod (besides other reasons: flying shells, health, etc).

Did someone ever created a TUT to correct the appearance from nailgun nails ?

Thank you so much for an answer.

And thank you too for your many existing TUTs,
and especially the extremely
good looking "Pretty water Pack" from Urre and Zombie recently !

Greetings from Germany,
Seven
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Postby Sajt » Sat Oct 06, 2007 10:31 pm

player.qc:

In the function player_nail1 you will find the line 'W_FireSpikes (4);'
In the function player_nail2 you will find the line 'W_FireSpikes (-4);'

change those to 2 and -2 respectively.

You may notice that it still looks weird when looking up or down (I think). You can fix this..
Open weapons.qc and find the function W_FireSpikes

Find the line 'launch_spike (self.origin + '0 0 16' + v_right*ox, dir);'

Change this to:

launch_spike (self.origin + self.view_ofs + v_up * -8 + v_right*ox, dir);

I hope this works. It's off the top of my head. I had fixed this in a mod of mine, and took the values from there, I hope they are correct.

This should make it look good from the first-person perspective. Though I wouldn't be surprised if it made it look worse from a third person perspective (i.e. nails spawning in front of you when looking up)
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.
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Postby Seven » Sun Oct 07, 2007 1:16 pm

@ Sajt

Damn, you are perfect !
Thank you very very much.

I followed both of your instructions and it workes.
Wat I modified is:
I use the W_FireSpikes value 3 and -3 (instead of your proposed 2 and -2).
The value 3 is exactly what I wanted...

I must admit, that I completely dont understand your second modification (handling the launch_spike function).
But, what can I say, I works perfect now. Even when you look straight up in the sky
---> The nails exit exactly the mouth of the Nailgun.

Thats how it should have looked like from the beginning.

It seems like John C. didnt manage to program it. :wink:

Thank you again for your very fast help.

Greetings from Germany,
Seven.
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Postby Seven » Fri Oct 26, 2007 8:59 pm

Hello,

I want to ask for help and didnt wanted to start a new thread for it,
so i guess this is maybe the correct thread to use.

I am a pure single player and use the wonderful Darkplaces Engine from LordHavoc.
I already asked him in a mail regardng this issue, but he is so busy with his DarkWar project...
There has been no reply since weeks.

Maybe one of you guys can help me, cause I see, that DP is often used here:
The blood in DP sometimes "sticks" / remains on the floor beneath the monsters or on the wall near
the monsters when you shoot it. This happens only when the damage is quite big I guess. So to say a normal
shotgun shoot will not make the blood stick on surfaces.

How can I change it, that blood (which comes out of the monsters by shooting them) ALWAYS remains
on surfaces (floor/ wall).
When I gib a monster it usualy does remain there, so it should be not too difficult to also apply this behaviour
to "normal" blood, from shooting monsters.

Sometimes, when I use the double barelled shotgun, it also remains on surfaces,
even the monster is not dead completely. So it must be a "limit" or a special value, when the blood remains on the floor / wall or not.
If it is a special value, can you tell me
where / how to edit it ? Or is it maybe random ?

Thank you so much for your answers.
Seven.

PS: Maybe the word "remains" is not very clear. English is not my mother language, so its hard to describe.
I mean the effect that after shooting (when the blood splats made by particlefont.tga appear), a small
"blood puddle" remains for some time on the floor / wall.
Finally after some seconds, this pudle also disappears, but I like this "puddle" to appear after every monster hit shoot,

Sorry for my bad english.
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Postby Entar » Fri Oct 26, 2007 9:32 pm

Seven: Make sure Stainmaps or decals (or both) are enabled under Customize Effects in the options menu in Darkplaces.
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Postby Seven » Sat Oct 27, 2007 11:09 am

Hello Entar,

thank you for your post. Staimaps and Decals are enabled.

The thing is, that I see the blood splats and the blood "puddles". They work both.
But my issue is, that the blood "puddles" only appear when I gib a monster or VERY seldom, when I shoot it.
(it seems to be directly dependent on the amount of damage I do with a weapon)
I want to have blood "puddles" every time when I shoot a monster.

To be honest, it looks weird, when a monster loses blood and the blood does not appaer on the floor.
Dont you think so too ?

Is there a possibility to make the blood "puddle" appear much more often / or everytime a monster loses blood ?

I would be so thankful, if someone can answer this question.

I think if I cant find a solution in this forum, I guess than only LordHavoc can help...
I already noticed, that here are very competent members, which are very perfect in coding and QuakeC.
So I am quite confident and hopeful.

Thank you very much for your help,
Seven
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Postby xaGe » Sat Oct 27, 2007 1:36 pm

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Postby Seven » Wed Oct 31, 2007 4:26 pm

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Postby daemon » Wed Nov 07, 2007 11:17 pm

-daemon [ ]
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Postby xaGe » Wed Nov 07, 2007 11:32 pm

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Postby daemon » Thu Nov 08, 2007 12:17 am

-daemon [ ]
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Postby Junrall » Sat Feb 13, 2010 6:18 pm

Good God! You shot my leg off!
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