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Re: EntityPlus - A single player Q3 mod
Posted: Thu Sep 29, 2011 3:47 pm
by obsidian
A Q3Map2 updated entities.ent file is included with Quake3Extras. Has the added benefits of all the latest Q3Map2 supporting shizzle that isn't installed by default:
http://radiant.robotrenegade.com/downlo ... as_0.2.zip
Re: EntityPlus - A single player Q3 mod
Posted: Thu Sep 29, 2011 4:18 pm
by CZghost
obsidian wrote:A Q3Map2 updated entities.ent file is included with Quake3Extras. Has the added benefits of all the latest Q3Map2 supporting shizzle that isn't installed by default:
http://radiant.robotrenegade.com/downlo ... as_0.2.zip
But I need ENT file for EntityPlus mod by Eraser.
I'm suggested to work in screen of GTK Radiant 1.5, so entities.ent for e+ is required in this way for me.
Re: EntityPlus - A single player Q3 mod
Posted: Thu Sep 29, 2011 4:26 pm
by obsidian
I'm talking to Eraser, not you.
There is currently no entities.ent for Entity+. You'll have to wait for someone to make/convert one for GtkRadiant 1.5, which is what we are discussing.
Re: EntityPlus - A single player Q3 mod
Posted: Thu Sep 29, 2011 5:03 pm
by CZghost
Sorry, obsidian.
I've already sent the entities definition to eraser for convert it to Radiant 1.5 compatibile.
Re: EntityPlus - A single player Q3 mod
Posted: Thu Sep 29, 2011 6:09 pm
by dghost77
@ GtkRadiant : Yeah I see what you mean, your example is a good idea to reproduce the effect of gravity with direction, "a la Mario Galaxy". I thought about it at first, because well, you can imagine all the cool possibilities (we could do real M.C. Escher like map), but no, I know that it couldn't be done (compared to Mario Galaxy) with the current engine of Q3A.
My example was much easier, I don't want teleport to a room with a different gravity, I want to walk right into it. If I use back my brush example, put a brush of certain height with the default value for g_gravity in the map, then on top of that brush, another one with a lighter gravity value, and then on top of that one a third brush with again a lighter value compared to the second one. So if you jump and get to the second brush the gravity will be at this brush level and if you can get higher you can even get to a different gravity. It's kind of reproducing the moon gravity, the higher you get the lighter you'll be.
Of course, you could do the exact opposite of my example, the higher you get, the heavier you will fall.
Re: EntityPlus - A single player Q3 mod
Posted: Fri Sep 30, 2011 8:31 am
by Eraser
Where does GtkRadiant 1.5 store the entities.ent file? In the scripts folder as well?
Re: EntityPlus - A single player Q3 mod
Posted: Fri Sep 30, 2011 11:46 am
by GtkRadiant
Eraser wrote:lol, awkward.
The func_door_rotating entity will help (or was it func_rotating_door? I always forget) because you can specify a number of radial degrees it should turn. No need to do time based calculations then.
lol, I didn't know that was possible!
@dghost77
you can use some target_multiples and some target_gravitys to do that. target_gravitys can modify gravity for a certain area.
Re: EntityPlus - A single player Q3 mod
Posted: Fri Sep 30, 2011 12:40 pm
by CZghost
Eraser:
entities.ent files are in D:\Program Files\GTK Radiant 1.5.0\q3.game\modfolder\
Also there is file default_shaderlist.txt defining default usage of shader files.
modfolder is mod's folder name, such as EntityPlus.
Re: EntityPlus - A single player Q3 mod
Posted: Fri Sep 30, 2011 12:59 pm
by Eraser
Ok, I wrote a simple application that can translate a GtkRadiant 1.4 entities.def file to a GtkRadiant 1.5 entities.ent file.
I did a test run on the EntityPlus definitions file and uploaded the resulting file to my Dropbox:
*edit: nevermind, the file is broken. I'm going to try and fix the conversion tool*
Can someone test it for me with GtkRadiant 1.5?
Re: EntityPlus - A single player Q3 mod
Posted: Fri Sep 30, 2011 2:17 pm
by obsidian
Can I get a copy of the application? I've been updating some of the SDK files for GtkRadiant and this will save me some time.
Re: EntityPlus - A single player Q3 mod
Posted: Fri Sep 30, 2011 2:39 pm
by Eraser
It's a command line tool:
http://dl.dropbox.com/u/18687963/Entity ... verter.zip
Note that I haven't actually been able to test the resulting entities.ent file yet, so it might generate broken files right now.
One thing to note is that GtkRadiant 1.5 .ent files specify the data type for each key. Because GtkRadiant 1.4 files are blissfully unaware of this, I had to somehow tell the tool what the data types are. This is where the xml files in the KeyTypes folder come in. They contain all of the keys and their respective data types.
If you're going to convert files for mods then you might want to add your own xml file to that to specify data types for custom key names. The tool will report any unknown keys.
You're also going to lose all comments that are present in the entities.def file. Since these comments aren't actually visible in GtkRadiant I don't think it's that much of a problem. You could always manually add them in after running the tool.
Re: EntityPlus - A single player Q3 mod
Posted: Fri Sep 30, 2011 2:48 pm
by Eraser
Oh I just went ahead and installed gtkradiant 1.5
Looks like the conversion tool still has some error somewhere. I didn't get all the entities in Radiant. I'll have a look at this.
Re: EntityPlus - A single player Q3 mod
Posted: Fri Sep 30, 2011 4:04 pm
by deqer
god damnit. im spending a bunch of time reworking the logic of my combat rooms so that it handles "retry" when player dies.
I can say though that the nodrop texture/brush is working great. I've setup several and their associated backpack entities now.
target_botspawn delete
Posted: Fri Sep 30, 2011 4:12 pm
by deqer
feature request: Delete a bot.
While a bot is alive and walking around, I want to be able to remove it from the game. Also know that when removing it, it should NOT trigger the deathspawn or any other surrounding logic. no Score adjustment. it should just be removed, or REVERTED.
When the player dies, I need a way to reset a room.
Currently I'm only able to have the player re-enter the room and he "finishes" damaging the Boss. But, I would prefer that the battle would RESTART with full health again to the bot. I need to delete bot, so that I may trigger/spawn it again.
If there a programmed bot index, then I would prefer it to be a REVERT rather a DELETE. so that no "count" or counters or logic are adjusted. It would be bot #1 again, not bot instance #2 -- I'm not even sure if that matters or if that affects me and my target/targetname logic -- perhaps it will work as normal/usual regardless of the instance # of the bot.
Thanks,
Edit:
I'm ABLE to live without this, but I would be sad -- anyways, at least I mentioned it and ask for it.
Re: EntityPlus - A single player Q3 mod
Posted: Fri Sep 30, 2011 8:24 pm
by Eraser
Ok I fixed the
conversion tool. It should generate a correct 1.5 file now. Do note that the 1.0 entities.def file won't convert correctly due to an error in the entities.def file that needs to be fixed before it can be converted.
I've also uploaded a converted entities.def file for GtkRadiant 1.5 which can be downloaded
here
Re: EntityPlus - A single player Q3 mod
Posted: Sat Oct 01, 2011 11:02 am
by Eraser
I've uploaded v1.0.1 of EntityPlus which can be downloaded
here. These are the fixes it applies:
- [Fixed] Game crashes when bot dies due to worldspawn hazard (trigger_hurt, slime, lava, falling damage, etc).
- [Fixed] Spawnflags for func_door_rotating
Thought I'd get that out the door asap.
Re: EntityPlus - A single player Q3 mod
Posted: Sat Oct 01, 2011 11:24 am
by neoplan
Eraser,
a prediction spawnflag could be cool. So the shooter doesnt aim directly at the players position but at the predicted point.
Edit:
What is really fun to use is a different grappling_hook style. DF offers the following possibilities:
\df_hook_Type [ DEFAULT: 0 RANGE: 0 TO 3 ] - physics - grappling hook type
0 = Quake 3
1 = Swinging
2 = Pendulum
3 = Quake 2
Re: EntityPlus - A single player Q3 mod
Posted: Sat Oct 01, 2011 2:13 pm
by CZghost
Have anyone made maps for EntityPlus ever and uploaded to Internet? Also multi-level campaignes...
I'm making test level now, but if anyone have final campaigne, let me know please.
Re: EntityPlus - A single player Q3 mod
Posted: Sat Oct 01, 2011 3:39 pm
by CZghost
I have the entities.ent file for EntityPlus Radiant1.5, but I cannot see new items such as keys. I see only small green boxes (16x16), but old items from baseq3 are shown. Is it any bug of Radiant or there's some issue with entity definition file?
Re: EntityPlus - A single player Q3 mod
Posted: Sat Oct 01, 2011 4:11 pm
by deqer
CZghost wrote:I have the entities.ent file for EntityPlus Radiant1.5, but I cannot see new items such as keys. I see only small green boxes (16x16), but old items from baseq3 are shown. Is it any bug of Radiant or there's some issue with entity definition file?
Are you sure you configured GtKRadiant's Preferences to use Custom Quake III Modification, fs_game EntityPlus ?
Re: EntityPlus - A single player Q3 mod
Posted: Sat Oct 01, 2011 4:21 pm
by CZghost
deqer wrote:CZghost wrote:I have the entities.ent file for EntityPlus Radiant1.5, but I cannot see new items such as keys. I see only small green boxes (16x16), but old items from baseq3 are shown. Is it any bug of Radiant or there's some issue with entity definition file?
Are you sure you configured GtKRadiant's Preferences to use Custom Quake III Modification, fs_game EntityPlus ?
Yes, I'm sure, The map ep_example is in entityplus folder.
Re: EntityPlus - A single player Q3 mod
Posted: Sat Oct 01, 2011 4:27 pm
by deqer
CZghost wrote:
Yes, I'm sure
Hmm, the only other thing I can think of then is that this page here:
http://tremmapping.pbworks.com/w/page/2 ... t1_5-Win32 talks about a ".game" file that perhaps is needed as well.
Anyone confirm?
Re: EntityPlus - A single player Q3 mod
Posted: Sun Oct 02, 2011 7:18 am
by CZghost
I have the q3.game file and also q3.game folder and inside is baseq3, defrag, cpma and EntityPlus folder which they respond to specific mods.
But the entities.ent doesn't work, so there must be any bug in the entity definition file.
Re: EntityPlus - A single player Q3 mod
Posted: Sun Oct 02, 2011 10:59 am
by Eraser
I have no idea how this shizzle works in GtkRadiant 1.5
I am unable to get the EntityPlus entities to show up if I create an entityplus folder in the q3.game folder.
I previously got it to work by simply overwriting the entities.ent in the q3.game/baseq3 folder and setting the fs_game in GtkRadiant to entityplus, but I guess this is not the preferred method because it involves overwriting an original file.
Re: EntityPlus - A single player Q3 mod
Posted: Sun Oct 02, 2011 12:16 pm
by deqer
that's good. the more shit you have with 1.5, the better i feel about using 1.4. Thanks.