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InsideQC Forums • View topic - Wanted: Smokescreen Grenade

Wanted: Smokescreen Grenade

Discuss programming in the QuakeC language.

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Postby scar3crow » Tue Mar 17, 2009 5:37 pm

Granted the current gas grenade effect is useless for obfuscation, which is what he is looking for... I suspect he would be willing to accept something ugly but functional, at least to see if it aids the gameplay of CustomTF (I think it could, particularly if there was a check on sentries, where they couldn't pick up on people in the smoke (within proximity of the grenade while its active)).
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby MauveBib » Tue Mar 17, 2009 7:02 pm

Ok, I knocked together a quick and ugly demo of the sort of thing that can be done. Here's a video.

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Postby scar3crow » Tue Mar 17, 2009 8:12 pm

Cheers to MauveBib for "knocking together" what I struggled with and failed horribly.

I think that could make for a decent one, just with some sprite variation, slightly different shades and patterns... which could be done in just a few moments with about any image tool.
...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness.
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Postby leileilol » Tue Mar 17, 2009 8:23 pm

you could do a counter-strike like version and make the grenade spray in a linear counter-clockwise spin
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Postby OneManClan » Tue Mar 17, 2009 9:58 pm

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Postby Electro » Tue Mar 17, 2009 10:56 pm

Benjamin Darling


Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
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Postby MauveBib » Tue Mar 17, 2009 11:09 pm

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Postby MauveBib » Wed Mar 18, 2009 1:17 am

Ok, I spent a bit longer on it, and the results are a lot better. I made a new properly dithered sprite and tweaked around with the code a lot to get a much more cohesive cloud effect. Entity spam should be less of a problem too, since I made the smoke MOVETYPE_NOCLIP, so the server isn't slowed by constantly testing for collisions on each sprite, but this does mean that the smoke can go through walls, which I think is an acceptable compromise.

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Postby xaGe » Wed Mar 18, 2009 2:21 am

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Postby OneManClan » Wed Mar 18, 2009 3:30 am

Last edited by OneManClan on Wed Mar 18, 2009 3:58 am, edited 1 time in total.
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Postby MauveBib » Wed Mar 18, 2009 3:46 am

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Postby OneManClan » Wed Mar 18, 2009 5:23 am

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Postby MauveBib » Wed Mar 18, 2009 3:57 pm

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Postby OneManClan » Thu Mar 19, 2009 3:22 am

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Postby OneManClan » Tue Mar 24, 2009 4:56 pm

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