[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 488: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4787: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3922)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4789: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3922)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4790: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3922)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4791: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3922)
InsideQC Forums • View topic - statue code from doe

statue code from doe

Discuss programming in the QuakeC language.

Moderator: InsideQC Admins

Re: statue code from doe

Postby Madfox » Sun Jul 29, 2018 2:24 am

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:

Image

That will make it as strong as the new dragons in my qtest mod.
Thanks a lot for your effort making this creep work!

Now I'm hoping I can intergrate this code in the already overpacked qtest.qc.
Here is as far as I have come making the q1test the original monster SinglePlayer.
Deathmatch too, but OK. Accessable for SP.



I was trying to use the extra frames of the xogre to make him pee and laugh,
when the player dies by his hand.
I tried some starts in ai.qc PlayerDeathThink, but it doesn't work out.
User avatar
Madfox
 
Posts: 106
Joined: Sat Jan 15, 2005 3:13 pm
Location: Holland

Re: statue code from doe

Postby Dr. Shadowborg » Sun Jul 29, 2018 11:11 pm

User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1120
Joined: Sat Oct 16, 2004 3:34 pm

Re: statue code from doe

Postby Madfox » Mon Jul 30, 2018 5:58 pm

User avatar
Madfox
 
Posts: 106
Joined: Sat Jan 15, 2005 3:13 pm
Location: Holland

Re: statue code from doe

Postby Dr. Shadowborg » Mon Jul 30, 2018 11:02 pm

User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1120
Joined: Sat Oct 16, 2004 3:34 pm

Re: statue code from doe

Postby Madfox » Wed Aug 01, 2018 4:14 am

Yes, the correction of the "s" made the code compatible.
I can play the demo in QuakeSpasm-AD-Spike, Fitzquake won't like the large mdl frames.
I've been minimazing it to 256 frames, so the scene happens somehow faster.

The "trigger in clipping list" is a kind of nail shoot that happens faster than the framerate.
It feels as if the weapons is a bit oversized.

Greatwork sofar!
:mrgreen:
User avatar
Madfox
 
Posts: 106
Joined: Sat Jan 15, 2005 3:13 pm
Location: Holland

Re: statue code from doe

Postby Spike » Wed Aug 01, 2018 10:50 am

'trigger in clipping list' generally means .solid was changed to solid_trigger WITHOUT the requisite setorigin/etc afterwards.
.
Spike
 
Posts: 2914
Joined: Fri Nov 05, 2004 3:12 am
Location: UK

Re: statue code from doe

Postby Madfox » Wed Aug 01, 2018 9:53 pm

User avatar
Madfox
 
Posts: 106
Joined: Sat Jan 15, 2005 3:13 pm
Location: Holland

Re: statue code from doe

Postby Dr. Shadowborg » Thu Aug 02, 2018 12:16 am

User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1120
Joined: Sat Oct 16, 2004 3:34 pm

Re: statue code from doe

Postby Dr. Shadowborg » Thu Aug 02, 2018 2:14 am

User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1120
Joined: Sat Oct 16, 2004 3:34 pm

Re: statue code from doe

Postby Madfox » Fri Aug 03, 2018 12:02 am

Woot! Yes, that's exactly what I was looking for when I made the model.
I tried the shorter version for Qtest, but it needs some tweaking.
I hope the subroutines for the xogre can be made, I didn't get a player of it.

And here is the updated file for the serpent with the altered version of the quad.



Thanks a lot for the help!
:biggrin:
User avatar
Madfox
 
Posts: 106
Joined: Sat Jan 15, 2005 3:13 pm
Location: Holland

Re: statue code from doe

Postby Dr. Shadowborg » Wed Aug 08, 2018 12:11 am

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 pushed off of them. (plan 1[pointcontents] fail'd, plan 2 [flags / movetype / checkbottom / .groundentity hybrid] works...but isn't as stable as I'd like.)

I'm adding one more spawnflag starttype, "sitting", so it can be used as a gargoyle on posts / building corners. Once that's done I'll boot it out the door. After that, Ogre Laugh 'n Pee gets worked on next.
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1120
Joined: Sat Oct 16, 2004 3:34 pm

Re: statue code from doe

Postby Madfox » Thu Aug 09, 2018 9:09 pm

Wow, that's already much more than I asked for.

I started with the statue code, but for things to get a bit converted I need to lower the frame count in the mdl file. The serpent code I made was far too high framed, and I saw you added a lot of (set next think 0.05) to overcome the long poses length.

When I worked with the RMQ team they wonderd why I had those large frame count models.
The Animator I uses 30 frames for a pose, and I develope them in stages. That way I got a good choice which frames I can or cannot use. Or better, how much time it takes to expose the animation. Most models have a maximum of 16, death scenes 24.

I've been working on the file to lower this frame count to halve, but (of course) I ended up in game with the wrong start poses. After some juglin' the squad pose appeared but then throws a wrong pose after dying. I'm not that good at coding, but it is a challenge.

My only concern now is, that I'm not sure if this code will work with qtest1. The commen qc is not that bad, but with this deluded src I now have, things don't go as I would expected.
Things like change_level crash, as they were not implemented. I still have enough work to do there.

I have no hurry to complete the mod, just want to be sure it goes as it was intended to be.

:cool:
User avatar
Madfox
 
Posts: 106
Joined: Sat Jan 15, 2005 3:13 pm
Location: Holland

Re: statue code from doe

Postby Dr. Shadowborg » Mon Aug 13, 2018 10:11 pm

User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1120
Joined: Sat Oct 16, 2004 3:34 pm

Re: statue code from doe

Postby Madfox » Sun Dec 02, 2018 4:49 am

Well, as the original mdl file has too much frames, I can't play it in game.
So I altered the file and then had a hard carrot on the qc file.
A simple file I can oversee and correct here and there, but this one is a bit too large.

The most files seem to work, though, only the die frames have some lack in order.
In the trog_pose the die frames turn up again as the first trog_stand1 frame.
Also the color of the skin gets lost sometimes, but it is close to the original.
I also limited the framecount of the SuperNail as it glitched on the sound, too fast.

Here is the file, maby you could check it out?
Much thanks anyway!



:cool:
User avatar
Madfox
 
Posts: 106
Joined: Sat Jan 15, 2005 3:13 pm
Location: Holland

Re: statue code from doe

Postby Dr. Shadowborg » Mon Dec 03, 2018 10:09 pm

Looks like you're not using the latest version of the source code.

If you've got the model file where you want it, I'll take a look about updating the proper 1.1 version of the sourcecode to work with the latest iteration of the model. (looks like it needs a little shifting back on the frame for walltrap)

Dunno what you mean by SNG sounds glitching, it's supposed to sound like "brrrrrt" with behavior like a minigun and all...I'll just revert it back to being vanilla SNG.

Expect an update within the next few days, time permitting. (/me is buried in RL ATM... :cry: )

EDIT: Quick note: figured out what was causing the trog frame to be used on the second death anim. The trick is the first framegroup, QME will report 1 frame more than is actually there, because frame1 is actually frame0. Thus, QME says idl is 1-14, when in reality it's 0-13. Everything after that you can rely on QME to report accurately though...
User avatar
Dr. Shadowborg
InsideQC Staff
 
Posts: 1120
Joined: Sat Oct 16, 2004 3:34 pm

Previous

Return to QuakeC Programming

Who is online

Users browsing this forum: No registered users and 1 guest