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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: | Silicone_Milk [ 10-13-2011 04:04 PM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
fkd, to get 1.4 to save this is what I did: Go to Edit->Preferences->Interface->Layout and uncheck "use win32 file load dialog". 1.4 saves fine for me now running as administrator on Windows 7 |
Author: | fKd [ 10-13-2011 06:31 PM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
excellent! thanks Silicone |
Author: | Silicone_Milk [ 10-13-2011 09:17 PM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
np eraser's the one that poinyed that out for me |
Author: | Eraser [ 10-19-2011 06:03 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
I have uploaded a new version of the mod which brings it up to version 1.0.2. It contains a number of fixes, including one that should solve the 0 out of 0 secrets for deqer's map. Full list of fixes:
Get it here: http://code.google.com/p/entityplus/dow ... -1.0.2.zip |
Author: | Takkie [ 10-19-2011 12:55 PM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Amazing mod. Great ideas. Love to get into this... ==== rondom thought... Perhaps (standard/custom)DM maps as SP to play a 'boss'. (1 vs 1) Wich get thougher each time you frag him. Or like you start with one bot opponent and as a finale 1 vs 3 or 4... ==== |
Author: | Bliccer [ 10-25-2011 02:49 PM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Talking of single player... do you know that one? http://planetquake.gamespy.com/View.php ... il&id=1663 I can delete this post again if you not want it here. @Silicone: Thanks for the tip. Works fine here, too, now. Finally I can use my editor as I love him. |
Author: | CZghost [ 11-15-2011 04:35 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Eraser wrote: deqer wrote: - ending scoreboard secret count is inaccurate across campaign. I've fixed this for the upcoming release of EntityPlus. I want to run a few other tests regarding preserving data across map changes because I'm not sure if everything works as it should be. I'm actually thinking of releasing a v1.0.2 to fix any such issues. Need to look into it some more though. Do you can add also saving function to game? It's for two things, when the game cannot be saved... |
Author: | Eraser [ 11-16-2011 12:32 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Saving is not possible yet and while it's something I want to implement some time, I can't tell you when (and even if) this will happen. I don't know what you mean with "It's for two things" |
Author: | Hipshot [ 11-16-2011 03:43 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
You can make it (easyer) by having a save spot system, instead of allowing players to save at any time they feel like. Eg. Add a "info_save" to a trigger_once more or less. |
Author: | themuffinman [ 11-16-2011 06:40 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
http://rfactory.org/singleSaveGame.html |
Author: | CZghost [ 11-16-2011 07:36 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Eraser wrote: Saving is not possible yet and while it's something I want to implement some time, I can't tell you when (and even if) this will happen. I don't know what you mean with "It's for two things" I need to save the game, when I'm quicking game without challenge completing. And the save function may be freely usefulness, not an autosaving by trigger... |
Author: | Eraser [ 11-16-2011 07:46 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Well, you know, I'm not really in a hurry to implement save games for two reasons. First, it's a LOT of work to implement this and I'm not having that much time. Second reason is that I doubt its usefulness. I don't think there will be EntityPlus maps that take more than half an hour to play through and I think that's short enough for players to do in one single sitting without saving. |
Author: | CZghost [ 11-16-2011 07:49 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Eraser wrote: Well, you know, I'm not really in a hurry to implement save games for two reasons. First, it's a LOT of work to implement this and I'm not having that much time. Second reason is that I doubt its usefulness. I don't think there will be EntityPlus maps that take more than half an hour to play through and I think that's short enough for players to do in one single sitting without saving. OK, some maps are short, but any other can be very complex and it'll take more than two hours of gameplay in example. TheMuffinMan wrote this link: http://rfactory.org/singleSaveGame.html. |
Author: | Eraser [ 11-16-2011 07:50 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Yeeeeaahhhh I think I'll just wait for those to actually appear, k? edit: Before I piss anyone off: save games are on my todo list. I just can't give an ETA for it because I'm being busy with 101 other things as well. |
Author: | deqer [ 11-16-2011 08:39 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Personally, I don't like the save-game option. --- I also personally feel that a save-game feature is way out of scope for this mod. This mod is simply to give us more entities--unless I'm missing/misunderstanding something. |
Author: | CZghost [ 11-16-2011 09:58 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
deqer wrote: Personally, I don't like the save-game option. --- I also personally feel that a save-game feature is way out of scope for this mod. This mod is simply to give us more entities--unless I'm missing/misunderstanding something. OK, we wait for some very complex challenge, that have many hours of gameplay and then we'll wait for saving function, yeah? Why not just ask for prevent from need to immediatelly quit game without completing challenge? If you cannot complete challenge and you must quit the game, the saving function can help with it. |
Author: | deqer [ 11-16-2011 10:04 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
CZghost wrote: If you cannot complete challenge and you must quit the game, the saving function can help with it. You have a good point. I guess what I meant was, I like the idea of the old days when you left the old Nintendo running all night so that you could finish Dr. Wily in the morning after defeating all 8 bots without a save point. I did not think that the programmers were lazy; I think they did it on purpose as a sign of having the player prove he has the skill to make it through without saving. ; ) |
Author: | CZghost [ 11-16-2011 10:41 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
deqer wrote: You have a good point. Thank you, like in RTCW, the player could be able to save game throught menu. |
Author: | Eraser [ 11-17-2011 01:37 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
deqer wrote: I did not think that the programmers were lazy; I think they did it on purpose as a sign of having the player prove he has the skill to make it through without saving. ; ) No, that really was an issue of the memory to store a save game not being there. |
Author: | cityy [ 11-17-2011 06:58 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Yeah, the n64 required a controler pack for saving game states. |
Author: | Eraser [ 11-23-2011 11:48 PM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
New main menu. I'm thinking of having a different screenshot in the background though. Or maybe have a bunch of them and randomly rotate through them. There's a bit of a grain filter applied over it as well, but you can't really see it in the video. In the video it's like the image is shaking a bit, but that's the grain filter. |
Author: | Eraser [ 12-19-2011 02:44 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
EntityPlus 1.1 released! Woohoo! I just released version 1.1 of the mod and it's packed with new stuff. The complete changes list is as follows:
So what are some of the highlights? Well to start off, we got a whole bunch of new entities, keys and spawnflags to play with. See the complete list for these changes. Another important (but not very apparent) change is the fact that g_gametype is ignored now, so it's no longer necessary to set it to 8 before starting a map through the console. Now I'll list some of the bigger new features: New scoring system There is a new scoring system. Unfortunately this means that you'll lose your old highscore. I decided to do that because with the new system, I expect high scores to be somewhat lower than before, so a reset is probably a good thing. What you get in return is a top 5 instead of just a high score, and each score is broken up into the seperate elements that form the final score. A high scores table is viewable in the menus and it'll tell you exactly what your accuracy was, on what skill you played and how many secrets you found. New main menu The artwork for the main menu has been completely redone. Obsidian was kind enough to give me a screenshot of his "Stonehenge"-like map. He also designed a logo for the mod and made a 3D model out of it, which is on display in the main menu. This basically means that the video I posted above is obsolete Paintball mode! I've posted a screenshot of it before, but here's a new one again: Paintball mode can be enabled in the Setup > Game options menu (or by setting cg_paintballMode to 1). When enabled, your weapons will shoot paintballs that leave colorful marks on the wall with a nice "splat" sound. They aren't any less lethal though. Big Head mode! This can be enabled in the game options menu as well. When enabled, all your enemies have... well... very large heads. Minimum version With the introduction of version 1.1 of the mod, it's possible to use features that aren't present in 1.0. This means that anyone that downloads your map who isn't running version 1.0 will not get to experience the map as intended (which possibly even prevents the player from completing the map). Because of this, I've made it possible to specify a "minversion" in the .arena file of your map. If supplied, the game will check if the specified minversion is supported by the mod. If not, a yellow "requires version X.X" text will be superimposed on the map selection button. But how do you, as a mapper, know what minimum version is required to run your map? Of course it's safe enough to just specify the version of the mod that you're running yourself, but that may not always be necessary because you aren't using any new features. So to solve this problem, I've made the MinVersionTool (download link can be found below). This commandline tool analyses a .map file and reports the minimum version that you'll need to run that map. More information about the minversion in .arena files can be found in the manual. So, some download links: - EntityPlus 1.1.1 - The v1.1 manual - The MinVersionTool Enjoy! p.s. In the next few days, I'll be releasing my own EntityPlus single player map. Keep an eye out for it |
Author: | obsidian [ 12-19-2011 07:22 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Cool. It'll be easier to tinker with the menu items locally now. |
Author: | Eraser [ 12-20-2011 01:00 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Looks like there's some clip brush in the way. It didn't happen with version 1.0.2 of the mod (the previous release) so I'll see if I can figure out what's wrong. edit: Wow, I added a whole load of debugging code specifically for this case to figure out what was wrong. Turns out that there's a door made out of clip brushes that blocks the way. When you come in the door is closed. When you defeat the bot, its death should trigger the invisible door to open again. For some reason though, there is a "nobots" key on that invisible door. That "nobots" key is, as far as I'm aware, something that isn't supported in base Quake 3 nor was it in v1.0 (and v1.0.1 or v1.0.2) of the mod. This key was introduced in v1.1 and prevents bots from opening the door, so now suddenly the invisible door refuses to open. I'm thinking of a good solution for this problem. I'm afraid there isn't a nice one other than specifically checking if we're dealing what that specific door in that specific map and allow the bot to open it. I hate doing ugly hacks like that, but I'm afraid it's the only option I have. The other option is to have deqer re-release his map, but that might still cause people to update the mod but not the map and be stuck with a broken map, not knowing how to fix it. |
Author: | Eraser [ 12-20-2011 02:30 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Ok I decided to just go ahead and leave the ugly hack in there. It's just one line of code so I can live with it. I've uploaded a new version of the mod (1.1.1) which fixes the problem with the invisible doors You can download it here. |
Author: | GtkRadiant [ 12-20-2011 04:34 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Eraser, what happened to the conveyor that you were making a while ago? I was looking forward to that feature. |
Author: | Eraser [ 12-20-2011 04:40 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Oh, right. I put it in the fridge because it wasn't working out as I wanted it to and kind of forgot about it. I'll make a mental note to have another go at it. |
Author: | GtkRadiant [ 12-20-2011 04:54 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
Ok. =^) (sorry for the sudden random question.) |
Author: | Eraser [ 12-20-2011 04:56 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
No problem. It's what keeps me going |
Author: | monaster [ 12-21-2011 04:16 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
The MOD's getting along pretty well, if only I had had time to take part in the test and suggest phase during the last 17 pages of this wonderful thread. Nevertheless: Definitely a MOD ad notbot issue: I believe that in an old map of mine I managed to get that thing working? Whatever, how about experimenting a bit with the botdonotenter clip to seal off specific areas? Would this help in any way? |
Author: | Eraser [ 12-21-2011 04:24 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
monaster wrote: The MOD's getting along pretty well, if only I had had time to take part in the test and suggest phase during the last 17 pages of this wonderful thread. Nevertheless: Definitely a MOD If you have any suggestions, feel free to let me know. I might actually get to implementing some of them, who knows. In my experience though, the most changes come from hands-on experience with mapping now. Most of those entities and keys that have been added in 1.1 are there because I needed them for my own map |
Author: | monaster [ 12-21-2011 04:57 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
So it's still open for suggestions? Good to hear! If I stumble upon any urgently needed implementations I'll let you know for sure. |
Author: | Eraser [ 12-21-2011 04:57 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
It's always open for suggestions |
Author: | obsidian [ 12-21-2011 07:54 AM ] |
Post subject: | Re: EntityPlus - A single player Q3 mod |
I see that you updated to 1.1.1 so I updated the 1.1.0 link in your post above. |
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