EntityPlus - A single player Q3 mod
Re: EntityPlus - A single player Q3 mod
You're absolutely right deqer. I've added the targetname/targetname2 keys to info_player_start in the entities.def file, with a reference to the notes. Thanks for spotting.
Re: EntityPlus - A single player Q3 mod
"prison" should read "cage", "dangerous" read "gay", "destroy" should read "feed", and "criminal" should be "dinosaur".
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Re: EntityPlus - A single player Q3 mod
Put in Primary Objective: Bounty hunters Phantazm11 and ShadoW will help assist you in tracking down Cityy.
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Re: EntityPlus - A single player Q3 mod
...?EmeraldTiger wrote:Put in Primary Objective: Bounty hunters Phantazm11 and ShadoW will help assist you in tracking down Cityy.
Re: EntityPlus - A single player Q3 mod
Noruen sent me the image file and I've integrated it into the mod. It looks nice and gives a little more room for the objective descriptions. Making the deaths and score counters red looks good as well, but I'm a bit torn between keeping the original green text or going for the greyish white as in the screenshot for the objective text. I'm leaning towards white right now though.
Re: EntityPlus - A single player Q3 mod
Green vs white:


White looks better, right?


White looks better, right?
Re: EntityPlus - A single player Q3 mod
Yes, hard to say. I would say green because the color indicates that it's an objective rather plain white text. Although I like white too. I guess I go with green.
Re: EntityPlus - A single player Q3 mod
White.
Green might indicate some special sort of text - like an objective - but thats the whole point of the objective overlay.
the Green + red + orange + yellow makes it very seizure-inducing.
Green might indicate some special sort of text - like an objective - but thats the whole point of the objective overlay.
the Green + red + orange + yellow makes it very seizure-inducing.
Re: EntityPlus - A single player Q3 mod
Yeah thought so too. The green is too much color in there.
Re: EntityPlus - A single player Q3 mod
From a usability standpoint, go with white.
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Re: EntityPlus - A single player Q3 mod
how about having the black (concrete) texture have some transparency
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Re: EntityPlus - A single player Q3 mod
EntityPlus 1.0 released!
The past six months have been building up to this point. The 1.0 release of EntityPlus is finally here! The past weeks I've focused on fixing bugs (and boy, did quite a few turn up) and tweaking a few things. This release mostly just fixes a lot of issues that have been found with the beta1 release but it adds a few new things as well. Here's the complete list of changes:
Specifying a minversion in the .arena file
Arena files can be expanded with a "minversion" key that can be used to specify which version of EntityPlus is required to run this map. At this point, only a value of "1.0" is supported. Refer to chapter 4.5 ("Creating an .arena file for your map") of the manual for more information.
Skill score modifier
The score modifier for the skill level that is being played at now runs from 1.0 to 1.4. This means that the skill level has less of an impact on the final score. This also means that playing at Nightmare difficulty will most likely result in a lower score than people have been achieving so far. Therefor it is advised to remove the EntityPlus/Games/ep_example.epgame file if upgrading EntityPlus from an older version.
func_timer's default random value
Quake 3 would assume a default random value for func_timers of 1. In EntityPlus this has changed to 0. So if you have used any func_timers in a map that do not explicitly specify a random key, it is advised to specify a random value of 1.
shooter_ entities damage level
Shooter_ entities would deal the full amount of damage. From 1.0 onward, the skill level that is being played at influences the damage for shooter_ entities in the same way as it does with the amount of damage bots deal.
Specifying model/headmodel through worldspawn
The playermodel and playerheadmodel keys can be added to the worldspawn entity to force the player model that the player will be playing with.
Download: http://code.google.com/p/entityplus/dow ... us-1.0.zip
The Manual: http://code.google.com/p/entityplus/dow ... %201.0.pdf
So, what's up for the future?
First of all, I'm dying to see you guys make some maps. I've seen that there are two, maybe three people working on something but I have no idea what the status is on that (except for deqer with his map, who seems excessively enthusiastic about the whole thing. You go boy). I'm working on a map myself as well. I have no idea how long it'll take me to wrap that up, but I'm hoping in the next three weeks or so.
As for the mod itself, I'll continue implementing new features and fixing things as time allows it. I'm thinking of branching the code off into a seperate v2.0 branch where I'm going to try and make it possible to support cooperative play. However, there needs to be some reason to put my time into this. Six months into development and not a single person has released a map yet. I hope that now that there's a v1.0 release, people will start working on maps.
It's really a lot of fun to work on a map for this. There is so much possible and you can be real creative with it. Just give it a shot
The past six months have been building up to this point. The 1.0 release of EntityPlus is finally here! The past weeks I've focused on fixing bugs (and boy, did quite a few turn up) and tweaking a few things. This release mostly just fixes a lot of issues that have been found with the beta1 release but it adds a few new things as well. Here's the complete list of changes:
- [Added] g_debugCameras cvar to log info_camera debugging info to console.
- [Added] optional minversion key to arena files.
- [Added] playermodel and playerheadmodel keys to worldspawn entity.
- [Added] TARGET_PLAYER spawnflag to shooter_ entities
- [Added] dmg key to shooter_ entities.
- [Added] Support for color and light keys in target_modify.
- [Added] NO_PLAYER, NO_BOTS and NO_SHOOTER spawnflags to func_breakable.
- [Fixed] func_door_rotating spawnflags are incorrect.
- [Fixed] Using SUBTITLE spawnflag on target_print displays value of wait key instead of message.
- [Fixed] Subtitles are not visible during cutscenes.
- [Fixed] Lightning gun continues firing during cutscenes.
- [Fixed] Player's viewangles are not locked during a cutscene.
- [Fixed] Crouching becomes useless due to extreme low speeds when being affected by a target_playerspeed that lowers the player's speed.
- [Fixed] Camera activates triggers, doors and plats when moving through them during cutscenes.
- [Fixed] Camera pitch sometimes makes unintentional complete roll in cutscenes.
- [Fixed] Player spawns with gauntlet and machinegun with 0 ammo when going through a target_mapchange without having any weapons.
- [Fixed] Deferred models aren't loaded when the objectives overlay is displayed.
- [Fixed] func_timer's random value defaults to 1 instead of 0.
- [Fixed] Colors of key icons get distorted when health drops below 25.
- [Fixed] When a connection error occurs a blank screen without error message is shown.
- [Fixed] Game crashes when no active spawnpoints are found.
- [Fixed] shooter_ entities deal full damage instead of damage scaled by skill level.
- [Fixed] shooter_ and target_effect entities cannot be unlinked by target_unlink.
- [Fixed] Game crashes when shooter_ entity shoots a func_breakable.
- [Fixed] Replaced info_player_deathmatch entitiy in example map with an info_player_start entity.
- [Fixed] Credits roll doesn't overrule s_musicvolume setting anymore.
- [Changed] Objectives notification is drawn on top of letterbox, fades and overlays.
- [Changed] Skill based score modifier runs from 1.0 (easiest skill) to 1.4 (hardest skill) now.
- [Changed] Cutscenes run at a fixed FOV of 90.
- [Changed] It is no longer possible for a second player to connect to the server.
- [Changed] Setting cg_letterBoxSize to 0 completely removes letterbox effect.
- [Changed] New objectives overlay.
Specifying a minversion in the .arena file
Arena files can be expanded with a "minversion" key that can be used to specify which version of EntityPlus is required to run this map. At this point, only a value of "1.0" is supported. Refer to chapter 4.5 ("Creating an .arena file for your map") of the manual for more information.
Skill score modifier
The score modifier for the skill level that is being played at now runs from 1.0 to 1.4. This means that the skill level has less of an impact on the final score. This also means that playing at Nightmare difficulty will most likely result in a lower score than people have been achieving so far. Therefor it is advised to remove the EntityPlus/Games/ep_example.epgame file if upgrading EntityPlus from an older version.
func_timer's default random value
Quake 3 would assume a default random value for func_timers of 1. In EntityPlus this has changed to 0. So if you have used any func_timers in a map that do not explicitly specify a random key, it is advised to specify a random value of 1.
shooter_ entities damage level
Shooter_ entities would deal the full amount of damage. From 1.0 onward, the skill level that is being played at influences the damage for shooter_ entities in the same way as it does with the amount of damage bots deal.
Specifying model/headmodel through worldspawn
The playermodel and playerheadmodel keys can be added to the worldspawn entity to force the player model that the player will be playing with.
Download: http://code.google.com/p/entityplus/dow ... us-1.0.zip
The Manual: http://code.google.com/p/entityplus/dow ... %201.0.pdf
So, what's up for the future?
First of all, I'm dying to see you guys make some maps. I've seen that there are two, maybe three people working on something but I have no idea what the status is on that (except for deqer with his map, who seems excessively enthusiastic about the whole thing. You go boy). I'm working on a map myself as well. I have no idea how long it'll take me to wrap that up, but I'm hoping in the next three weeks or so.
As for the mod itself, I'll continue implementing new features and fixing things as time allows it. I'm thinking of branching the code off into a seperate v2.0 branch where I'm going to try and make it possible to support cooperative play. However, there needs to be some reason to put my time into this. Six months into development and not a single person has released a map yet. I hope that now that there's a v1.0 release, people will start working on maps.
It's really a lot of fun to work on a map for this. There is so much possible and you can be real creative with it. Just give it a shot

Last edited by Eraser on Mon Sep 26, 2011 12:10 pm, edited 1 time in total.
Re: EntityPlus - A single player Q3 mod
For 2.0, I suggest EntityMinus. And definitely coop/mp.
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Re: EntityPlus - A single player Q3 mod
or EntityPlusPlus
Re: EntityPlus - A single player Q3 mod
www.ferdinandlist.de/leveldesign
Re: EntityPlus - A single player Q3 mod
gimmie gimmie gimmie.
thx for the download. muwhahahahaha!
thx for the download. muwhahahahaha!
Re: EntityPlus - A single player Q3 mod
I was wondering how long it would take him to read that. 

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Re: EntityPlus - A single player Q3 mod
The example map is way better now. I can actually get past the second room now. Fun map! I was impressed with the draining part too.
Re: EntityPlus - A single player Q3 mod
Congratulations! Now where them maps at?
Re: EntityPlus - A single player Q3 mod
I think white for the objectives is good for quest descriptions and colors will then describe quest status. Green for accomplished, red for failed (like losing a teammate or smth like this), and orange/yellow for... dunno. Maybe telling the traveler that he is near his objective point?
Idea: Dunno if it has been implemented already, but what about a trigger which activates another trigger.
e.g: You are on a platform. If you jump down in the right moment you'll fall down safely. But if you are standing too long on the mover you will be transported into a trigger, which activates a trigger_hurt, which is overlaying itself over the hole.
Something like a func_door, but with trigger attributes.
Idea: Dunno if it has been implemented already, but what about a trigger which activates another trigger.
e.g: You are on a platform. If you jump down in the right moment you'll fall down safely. But if you are standing too long on the mover you will be transported into a trigger, which activates a trigger_hurt, which is overlaying itself over the hole.
Something like a func_door, but with trigger attributes.
Re: EntityPlus - A single player Q3 mod
for example target_score and target_kill need to be activated "directly";Eraser wrote: There are various ways of activating entities without the need for the player to do so. Examples are func_timer or func_delay or the trigger_death or trigger_frag entities. What exactly do you need?
if they are placed at the end of a relay-chain, they have no effect!
(the engine just doesnt seem to know, who activated it.)
As u said, the trigger_once/always fires, when the game starts!Eraser wrote: As for trigger_gameEnd, the closest thing we have is target_finish, which actually ends the game. I'm not sure what you want to do when the end of the level has been reached...?
The trigger_gameEnd shall fire, when the game ends
(when the time-/fraglimit is hit)!
Reward urself: Do GOOD!
Re: EntityPlus - A single player Q3 mod
Do we have night vision goggles? Would be interesting to use them to see triggerable lasers for some stealthy missions.
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