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Re: EntityPlus - A single player Q3 mod

Posted: Sun Sep 04, 2011 6:36 pm
by EmeraldTiger
Congrats on B1! Cutscenes are nice.

Re: EntityPlus - A single player Q3 mod

Posted: Sun Sep 04, 2011 10:04 pm
by tehSandwich
YES! A rotating thingy! Perfect for rising bridges.

target_print subtitle spawnflag / wait problem issue

Posted: Mon Sep 05, 2011 4:04 am
by deqer
Congratulations.

I like seeing a huge update come out suddenly.

I've already updated my map to use deathmusic, subtitle, etc.

I'm going to look into the camera cutscene stuff, and in combination with the target_playerspeed -1 feature.

I also want to look into target_score a bit: I want the player to be rewarded some score points for picking up items, ammo, etc. I'm going to set like 5 points for +5 healths, and +15 points for green armor, +10 points for health, etc. etc. -- it will be a lot of target_score entities. Hmm, should make something like this default maybe? Similar to having a "default" like the bot health.

spawnflag subtitle! thx Eraser ;)

But, I'm having an issue.

It's showing the "wait" value as the message. See screenshot:
Image

This is my code:
// triggered by a target_delay(wait "6")

Code: Select all

classname "target_print"
spawnflags "8"
wait "4"
targetname "text_intro_6"
message "..."
---

Also, another issue is: "wait" does not work on target_print. Probably the two issues are related?

---

Edit:
Also, the map music is still playing when the deathmusic plays. Both music playing together sounds strange. Can I do something like target_script to disable music, and then do info_player_start spawn target to enable music ?

Re: target_print subtitle spawnflag / wait problem issue

Posted: Mon Sep 05, 2011 6:43 am
by Eraser
deqer wrote:I'm going to look into the camera cutscene stuff, and in combination with the target_playerspeed -1 feature.
Not necessary. The player cannot move during cutscenes.
deqer wrote: I also want to look into target_score a bit: I want the player to be rewarded some score points for picking up items, ammo, etc. I'm going to set like 5 points for +5 healths, and +15 points for green armor, +10 points for health, etc. etc. -- it will be a lot of target_score entities. Hmm, should make something like this default maybe? Similar to having a "default" like the bot health.
You could just use one target_score entity for each score value and have all items target those entities.
deqer wrote: spawnflag subtitle! thx Eraser ;)

But, I'm having an issue.

It's showing the "wait" value as the message. See screenshot:

---

Also, another issue is: "wait" does not work on target_print. Probably the two issues are related?

---
That is really odd. It doesn't do this when I compile to code to .dll, but it does this when I compile the code to .qvm
Gonna have to go and figure out where that difference creeps in.
deqer wrote: Also, the map music is still playing when the deathmusic plays. Both music playing together sounds strange. Can I do something like target_script to disable music, and then do info_player_start spawn target to enable music ?
Weird, it doesn't do this for me :paranoid:

Re: EntityPlus - A single player Q3 mod

Posted: Mon Sep 05, 2011 2:31 pm
by Ouija
Bug: Slowing down player via playerspeed screws up their speed when they duck.

Re: EntityPlus - A single player Q3 mod

Posted: Mon Sep 05, 2011 3:07 pm
by obsidian
Eraser: Here is the entities.def file for Ritual's FAKK engine, it might give you some ideas for single player entities.

http://zero.robotrenegade.com/q3w/FAKKentities.def

Re: EntityPlus - A single player Q3 mod

Posted: Tue Sep 06, 2011 1:47 pm
by deqer
Eraser wrote:In-editor shots of a map I'm working on. Defining complex game logic using triggers and targets is a bit daunting sometimes:

Top-down shot:
Image

Side view:
Image

And that's not all, because GtkRadiant doesn't draw targeting lines for target2/targetname2 keys.
Now I realize how cool this is, once I've done it myself now. My map is getting pretty busy now, but in a good way. It's interesting to see how a person can use entities in this way to do certain things in the map. You also feel like a programmer. : )

Although I cannot understand what exactly is happening amongst your entities there, I do understand that it's very cool stuff to setup.

Re: EntityPlus - A single player Q3 mod

Posted: Tue Sep 06, 2011 5:01 pm
by tehSandwich
There's a problem with the func_rotating_door entity which it disregards any spawnflags. This leads to a drawbridge opening sideways. The info_backpack entity is also defective.

Image

Re: EntityPlus - A single player Q3 mod

Posted: Tue Sep 06, 2011 7:44 pm
by Eraser
I didn't code the func_rotating_door entity myself so I'm gonna have to dig into it to find the problem.

What exactly is wrong with the info_backpack entity?

Re: EntityPlus - A single player Q3 mod

Posted: Tue Sep 06, 2011 9:41 pm
by tehSandwich
Eraser wrote:I didn't code the func_rotating_door entity myself so I'm gonna have to dig into it to find the problem.

What exactly is wrong with the info_backpack entity?
Fir the first one, I found out the problem when I browsed the source code: the spawnflags in the code and the spawnflags in the editor doesn't match (Spawnflags 32 and 64 are used for X and Y axis in the source code while Spawnflags 8 and 16 are used in the editor). However, maybe for the same reason, the CRUSHER spawnflag doesn't work.

As for the info_backpack, the origin point is probably misplaced in the entity definition file.

Re: EntityPlus - A single player Q3 mod

Posted: Tue Sep 06, 2011 10:40 pm
by Ouija
Eraser's map is probably a target practice tutorial like in TF2. That's what I see there, anyway.

Re: EntityPlus - A single player Q3 mod

Posted: Wed Sep 07, 2011 6:47 am
by Eraser
Ouija wrote:Eraser's map is probably a target practice tutorial like in TF2. That's what I see there, anyway.
smart man ;)

Re: EntityPlus - A single player Q3 mod

Posted: Wed Sep 07, 2011 6:50 am
by Eraser
tehSandwich wrote:Fir the first one, I found out the problem when I browsed the source code: the spawnflags in the code and the spawnflags in the editor doesn't match (Spawnflags 32 and 64 are used for X and Y axis in the source code while Spawnflags 8 and 16 are used in the editor). However, maybe for the same reason, the CRUSHER spawnflag doesn't work.

As for the info_backpack, the origin point is probably misplaced in the entity definition file.
Ah ok, the spawnflags thing shouldn't be hard to fix.
It's still not entirely clear what's wrong with the info_backpack though? What behavior is it showing?

Re: EntityPlus - A single player Q3 mod

Posted: Wed Sep 07, 2011 4:56 pm
by tehSandwich
Eraser wrote:It's still not entirely clear what's wrong with the info_backpack though? What behavior is it showing?
As it is, the model's origin is placed on the bottom instead of in the center. This lead me to place it halfway in the floor and like that, the game cannot use the entity for anything. I had to place the entity like on the in-editor shot below.

Image

Re: EntityPlus - A single player Q3 mod

Posted: Wed Sep 07, 2011 6:00 pm
by Ouija
That's a problem with the model itself.

Re: EntityPlus - A single player Q3 mod

Posted: Wed Sep 07, 2011 8:47 pm
by Eraser
Oh I see. Yeah it seems that's a problem with the model itself. If it's really a problem, I could always remove the model reference from entities.def (you can do this yourself as well, it's easy to spot). Then it'll just render it as a square box like other non-item entities and that origin will be at the center.

Re: EntityPlus - A single player Q3 mod

Posted: Wed Sep 07, 2011 9:58 pm
by GtkRadiant
Will Ouija's sword be made into a weapon? it seems like he took over my idea and nobody even cares about what the sword was being made for...

Re: EntityPlus - A single player Q3 mod

Posted: Wed Sep 07, 2011 10:09 pm
by GtkRadiant
also, does anyone know how I could make custom footstep sounds for shaders? I want more footstep sound variety.

Re: EntityPlus - A single player Q3 mod

Posted: Thu Sep 08, 2011 1:10 am
by MrLego
It was mentioned in this post and some posts that follow.

There would have to be additional surface parameters coded in the mod - a change to the shader wouldn't be enough.

Re: EntityPlus - A single player Q3 mod

Posted: Thu Sep 08, 2011 6:28 am
by Eraser
GtkRadiant wrote:Will Ouija's sword be made into a weapon? it seems like he took over my idea and nobody even cares about what the sword was being made for...
I would like to try to implement a new sword weapon somewhere down the line, just not right now. Too many bugs to fix first. Also, I have no idea how to do weapon animations and stuff and I think that the md3 needs attack animations as well?

Re: EntityPlus - A single player Q3 mod

Posted: Thu Sep 08, 2011 11:18 am
by Eraser
Aw, I still need someone to make a spiffy looking objectives overlay for the mod. It looks like this right now:

Image

Image

I'm sure someone can do better than that. If you want the original overlay image as reference, you can grab it here.

I think Noruen said he'd like to have a go at it but I haven't heard back from him since...

Re: EntityPlus - A single player Q3 mod

Posted: Thu Sep 08, 2011 12:12 pm
by Noruen
Yes, I'll do it, just forgot about it because of my focus to MMC #3 :)

Re: EntityPlus - A single player Q3 mod

Posted: Thu Sep 08, 2011 7:07 pm
by Noruen
Ok, what about this?

Image

Re: EntityPlus - A single player Q3 mod

Posted: Thu Sep 08, 2011 7:12 pm
by deqer
that's awesome.

Re: EntityPlus - A single player Q3 mod

Posted: Thu Sep 08, 2011 9:00 pm
by EmeraldTiger
Smexy scoreboard Nouren.