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EntityPlus - A single player Q3 mod https://www.quake3world.com/forum/viewtopic.php?f=10&t=45510 |
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Author: | dONKEY [ 05-17-2011 06:05 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
As I haven't had a huge amount of time to follow this or look at the mod, may I ask, is shader swapping possible easily now? For things like breaking lights, turning on steam, switching on jumpads. Where as before we would have to have used a func_whatever as a hac. Is this what func_logic can do? Sorry, not up to speed, an trying to catch up. |
Author: | Eraser [ 05-17-2011 06:21 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Ehm, yes and no. func_logic doesn't exist, you're confused with target_logic. But still, it doesn't do anything like that. But if you want to swap shaders runtime, then that's already possible with vQ3. You can set a key "targetshadername" and a "targetshadernewname" (for reading clarity: "target shader name" and "target shader new name") to something like a trigger or a func_button. All shaders in the entire map with the name specified in "targetshadername" will be replaced with the one specified in "targetshadernewname". An example value for either of these keys would be something like "textures/gothic_trim/baseboard09". Two things to be aware of this. First, as mentioned before in this thread, calling a map_restart won't reset the shader back to the original. In EntityPlus this isn't a huge problem as map_restart would normally not be called. Second thing is that I'm not sure how Q3 reacts to replacing shaders with different surfaceparms. So replacing a shader that is nonsolid with a solid shader may have unwanted results. I haven't tried though. That specific example will most likely give the bots hell though. |
Author: | obsidian [ 05-17-2011 06:40 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
http://q3map2.robotrenegade.com/docs/sh ... ities.html Surfaceparms are compiled, so you can't switch the surface or volume properties (though you can probably use invisible door hack or other methods to fake this). Triggerable shader entities will only alter the appearance of the shader. |
Author: | Quack [ 05-19-2011 12:49 PM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
If you create a misc_model that contains the shader that will be reset, you can use _remap and it will reset the shader when a map_restart is called. Quote: _remap : Used to remap textures/shaders in the model. To remap all shaders to a given shader, use "*;models/mymodel/mytexture". To remap a specific shader, use "models/mymodel/old;models/mymodel/new".
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Author: | spookmineer [ 05-20-2011 03:34 PM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Q3MME Source Code released CaNaBiS decided to release it, he discontinued working on it some time ago, and now offers it to anyone who can put it to good use: Q3MME Source Maybe it can be used for the cut scenes? |
Author: | Anthem [ 05-20-2011 06:26 PM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
spookmineer wrote: Q3MME Source Code released CaNaBiS decided to release it, he discontinued working on it some time ago, and now offers it to anyone who can put it to good use: Q3MME Source Maybe it can be used for the cut scenes? \o/ |
Author: | axbaby [ 05-21-2011 02:58 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
I want an entity that will let me make a quake1 type single player map experience against a bot that will stay in it's own area. As i progress through a map to a goal I am fighting against increasingly tougher bots. un-possible? |
Author: | Silicone_Milk [ 05-21-2011 03:07 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
axbaby wrote: I want an entity that will let me make a quake1 type single player map experience against a bot that will stay in it's own area. As i progress through a map to a goal I am fighting against increasingly tougher bots. un-possible? Like an ai_tether entity or something? |
Author: | axbaby [ 05-21-2011 08:29 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
ai tether and the ability to place a specific bot or at least the ai's skill level in a map. |
Author: | Eraser [ 05-21-2011 08:48 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
You can spawn bots into the map at specific locations with target_botspawn. Use bot clips or clever level design to limit where the bot can move. Version 0.6 of the mod will introduce a deathtarget and a skill key for target_botspawn. Deathtarget can be used to trigger an entity when the bot spawned by that specific botspawn dies and the skill key can be used to set a relative skill level for the bot. |
Author: | axbaby [ 05-21-2011 09:38 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Oh man .. i hope people are busy making cool stuff from this. I love the possibilities. I really wish this was made many years ago. good job guys |
Author: | Bliccer [ 05-21-2011 01:15 PM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
@Eraser: I guess you already know... http://own-age.com/articles/680/ |
Author: | ^misantropia^ [ 05-21-2011 04:28 PM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Eraser, I've a cleaned up version of Q3MME that should be slightly easier to diff against. `diff -ruw` still produces a 2.2M large, 75,000 lines long patch but it's better than before. |
Author: | Eraser [ 05-25-2011 12:11 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Yay, some EntityPlus news. I've just uploaded version 0.6 to the downloads page. This is the complete list of changes:
I'll highlight the most important and interesting new features. First there's the new info_waypoint entity. You can trigger a target_botspawn entity to spawn a bot at the location of that entity. Before the bot would just free roam through the level, but now you can have your target_botspawn target an info_waypoint entity and the bot will move to the info_waypoint. Have that info_waypoint target another info_waypoint to plot out a patrolling route for the bot. The bot will keep running up and down this route (or in circles, if the route is circular) until he sees the player. Then he'll start attacking. As explained before, the new version also has a "skill" key on target_botspawn which can be used to set the relative skill level for the bot(s) spawned by that botspawn. Values can be both negative (to make the bot easier) or positive (to make the bot tougher). The last change to botspawns is the deathtarget key. This works just like the target key on entities, but this time the referred entity is activated when a bot spawned by the botspawn dies. Another small but incredibly valuable change is the "count" key on target_relay. This pretty much means that the target_relay won't activate it's own target until it has been activated [count] number of times. Some other minor changes include the removal of the teleportation effect of bots entering/leaving the game, so you'll no longer be warned about bots spawning into the game by the zzzzzt teleport sound, additional debris types, target_earthquake (to make the screen shake), target_effect (to create explosions or some simple particle effects) and a completely new single player menu that only lists maps compatible with entityplus (if you want your own map to show up in here, add the "entityplus" gametype to the list of types in your .arena file). The main menu also got a make over :-) Enjoy! |
Author: | EmeraldTiger [ 05-25-2011 12:36 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Kewl stuff once again, man. Didn`t find many issues yet, but the new re-vamped menu is sometimes behaving oddly. Some buttons won`t highlight if you scroll over them just once, so you kind of have to angrily move it back and forth until it highlights. Not sure if it`s a problem on my end though. P.S. I`m thinking of making a logo for the EntityPlus mod to put on the main menu, if that is alright with you. I`m no model-maker so it will be 2D as opposed to a 3D model like the default Q3 logo, but it`ll still look cool, hopefully. |
Author: | Eraser [ 05-25-2011 01:05 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Yeah go crazy with shaders and stuff. Sounds like a plan. |
Author: | Eraser [ 05-25-2011 01:19 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
EmeraldTiger wrote: Didn`t find many issues yet, but the new re-vamped menu is sometimes behaving oddly. Some buttons won`t highlight if you scroll over them just once, so you kind of have to angrily move it back and forth until it highlights. Not sure if it`s a problem on my end though. Whoa, appears you're right. I was having some issues from time to time with it as well but couldn't put my finger on it. Thought it was just me, so I never looked into it. But now that you mentioned it, I went back to look into the code and found that indeed the mouse-over sensitive area of the button is centered on the Y position of the button. In the original menu this is correct because the text of the button is centered as well. In the new menu, the text is justified to the left but the mouse-over area is still centered. So the whole right half of the button doesn't respond to a mouse-over. I've fixed this and uploaded a new version (v0.6.1). Thanks for spotting this |
Author: | EmeraldTiger [ 05-25-2011 07:16 PM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Here`s a logo I prepared, nothing really fancy: http://dl.dropbox.com/u/27277779/entityplus_logo.png Menu Concept: http://dl.dropbox.com/u/27277779/entityplus_menu.jpg (It uses alpha channels so you can put it on any background) |
Author: | obsidian [ 05-25-2011 07:18 PM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
It looks like it says "entltyplus" |
Author: | EmeraldTiger [ 05-25-2011 07:24 PM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
obsidian wrote: It looks like it says "entltyplus" Some weird aspect of the Newtown font. I dunno why but it makes little I`s capital. |
Author: | Kaz [ 05-25-2011 09:03 PM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Just throwing this out there in case you're in the market for awesome fonts: http://www.fontsquirrel.com/ |
Author: | Eraser [ 05-25-2011 10:53 PM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
EmeraldTiger wrote: Here`s a logo I prepared, nothing really fancy: http://dl.dropbox.com/u/27277779/entityplus_logo.png Menu Concept: http://dl.dropbox.com/u/27277779/entityplus_menu.jpg (It uses alpha channels so you can put it on any background) Good start. The I does indeed look a bit weird. Get rid of the "by eraser" bit though. I'd prefer to have this known as a project that's open for anyone to put effort into rather than something that is exclusively mine. |
Author: | EmeraldTiger [ 05-26-2011 12:08 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
http://dl.dropbox.com/u/27277779/entityplus_logo2.png That`s odd, the blurs seem to end abruptly... dunno why it wasn`t like that before. |
Author: | Eraser [ 05-26-2011 11:10 PM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Hey EmeraldTiger, is this you final version? Lemme know if or when it's done. I'll make the necessary code changes then. |
Author: | Eraser [ 05-30-2011 03:24 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
I wonder, does anyone here have experience with sound engineering for a game? I'm looking for some sound effects like when you pick up a keycard or when the objectives are updated. Quake 2 had this cool "objectives updated" voice over. I've been going through free sounds databases for a bit but it's like searching for a needle in a haystack edit: And I'm also looking for a cool notification icon to display when the objectives are updated. Resolutions can be 32x32 or 64x64 pixels at 32-bits. |
Author: | DaEngineer [ 05-30-2011 03:53 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
A friend of mine could might help you out. He made some sound effects for me I used in the newest version of Shibam (not yet released). He'd like to help you out. Can you make a list of sounds you want to have with a description what you want them to sound like? EDIT: I'm working on the symbol for new objectives |
Author: | Noruen [ 05-30-2011 04:35 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Author: | Eraser [ 05-30-2011 05:36 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
DaEngineer wrote: A friend of mine could might help you out. He made some sound effects for me I used in the newest version of Shibam (not yet released). He'd like to help you out. Can you make a list of sounds you want to have with a description what you want them to sound like? EDIT: I'm working on the symbol for new objectives So far probably just a sound for picking up keys, picking up keycards (i figure this should have a more scifi-ish sound than picking up an ordinary key) and when the objectives are updated. |
Author: | ^misantropia^ [ 05-30-2011 05:45 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Noruen wrote: Like. |
Author: | DaEngineer [ 05-30-2011 06:11 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
^misantropia^ wrote: Like. Me too. Looks like I don't need to try making an icon any longer, this one looks very good. |
Author: | obsidian [ 05-30-2011 07:20 AM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Needs to be resized to 128x128. Do that with the original source files if you can, just scaling the image might leave some fuzziness. |
Author: | Eraser [ 05-30-2011 12:41 PM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
I cropped the top edge off and resized to 64x64. Also made the corners rounded with an alpha channel. |
Author: | obsidian [ 05-30-2011 06:26 PM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Some menu stuff: Background is temporary, I would like something more like this: Suggestions on background image, please. |
Author: | EmeraldTiger [ 05-30-2011 07:30 PM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Oooh... I love it man! I think Eraser should use your logo, the 3D effect is really nice, and I love the "Now extra func_y" part. For the background: I suppose someone could do a very small test_bigbox like room with some scenery in it and dark lighting. Perhaps even make it a shader which cycles through different images. |
Author: | Eraser [ 05-30-2011 10:55 PM ] |
Post subject: | Re: Here's a wild idea: EntityPlus |
Ooh that looks really, really cool. I think it'd be a good idea to do all of the menus in that style then, which means we'd need a complete replacement set for the images in the menu/art folder in pak0.pk3 |
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