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Re: EntityPlus - A single player Q3 mod
Posted: Mon Jun 01, 2015 9:06 pm
by Noruen
It is so nice how far you've come with this mod!
Re: EntityPlus - A single player Q3 mod
Posted: Tue Jun 02, 2015 4:43 am
by Eraser
Thanks. Still a bit sad no one bothered to do anything with it though.
Re: EntityPlus - A single player Q3 mod
Posted: Wed Jun 03, 2015 9:53 am
by Fjoggs
10 years too late.

Re: EntityPlus - A single player Q3 mod
Posted: Thu Jun 04, 2015 7:11 am
by Eraser
Yup
Re: EntityPlus - A single player Q3 mod
Posted: Mon Jun 29, 2015 8:31 am
by Eraser
EntityPlus 1.1.6
Yeah, it's for real

And a requirement for, ahem, something upcoming.
https://github.com/TheEnginesOfCreation ... /tag/1.1.6
Re: EntityPlus - A single player Q3 mod
Posted: Mon Jun 29, 2015 9:11 am
by Hipshot
What's upcoming?
Re: EntityPlus - A single player Q3 mod
Posted: Mon Jun 29, 2015 9:32 am
by Eraser
Re: EntityPlus - A single player Q3 mod
Posted: Mon Jun 29, 2015 9:35 am
by Eraser
I've included the .map files in the ZIP download so if anyone wants to add their own whacky versions, be my guest

Re: EntityPlus - A single player Q3 mod
Posted: Mon Jun 29, 2015 1:36 pm
by CZghost
Nice addition

Had fun playing duck hunt again

Re: EntityPlus - A single player Q3 mod
Posted: Mon Jun 29, 2015 9:39 pm
by deqer
Eraser wrote:Thanks. Still a bit sad no one bothered to do anything with it though.
I was going to do krep2, and I had everything planned out too.
For example, here's my notes for the music, from March 2013
[spoiler]Underground Tunnel Entrance: 05 - Cory Lerios & John D'Andrea - Shadowlaw Theme.mp3
- func_train
- 0:00 - 1:23
Holy Room: 05 - Klaus Doldinger - Atréju's Berufung - Auryn Thema.mp3
- func_train
- 0:00 - 2:05
Water Room / End Room: 16 - Klaus Doldinger - Die Kindliche Kaiserin
- func_train?
- strips of fountains along both walls, raising.
Throne Room: Craig Armstrong - Prophesy
-
Tunnel Escape: Alan Silvestri - Escape
- func_train?
- 0:00 - 2:24
Underground Escape: Craig Armstrong - Escape (Full Version)
2:05 - 2:35: Climb
2:35 - 3:05: Drop
3:50 - 4: Climb
4:15 - 5:15 Battle
- Crumbling sounds.
- Radio communication "GET OUT OF THERE!"
- Cave falling apart.
- Radio communication "HURRY!"
Ending Desert: Tangerine Dream - Unicorn Theme
- 0:00 - 2:30
- 2:30 - : Battle
Helicopter Pickup: Craig Armstrong - Verona
- Battle/Ending
Ending Credits/Cut-scene Flashbacks: Tangerine Dream - Legend (The Unicorn)
- 0:00 - 3:45
- 3:45 - 6:58
- 6:58 - 7:03(delete this)[/spoiler]
But I couldn't go through with it, for reasons unknown.
---
I'm mapping/modding for doom2, and it's much better. Easier, and more control to do what I want. I'm using Zandronum engine, because it's the best one for multiplayer. It's forked from zdoom or gzdoom (I always get those two mixed up). But, it's rich with multiplayer-specific features, that other engines dont have.
Re: EntityPlus - A single player Q3 mod
Posted: Wed Jul 01, 2015 4:20 pm
by AndyW
Hey, do you think its possible todo something like Virtua Cop with the Q3 Engine? I also was thinking about to do a sidescroller like Contra with Q3 but the problem in both is -how to get enemys to work?
Re: EntityPlus - A single player Q3 mod
Posted: Wed Jul 01, 2015 4:31 pm
by CZghost
Eraser, do you think it would be possible to make team mates in Entity Plus? Like spawning bots as enemies default, it should be possible to spawn them as teammates by setting a spawnflag, for example...
Re: EntityPlus - A single player Q3 mod
Posted: Wed Jul 01, 2015 5:14 pm
by obsidian
Quake III Platformer Mod
I don't think it's a sidescroller though (camera does not follow player).
Re: EntityPlus - A single player Q3 mod
Posted: Wed Jul 01, 2015 5:38 pm
by Eraser
CZghost wrote:Eraser, do you think it would be possible to make team mates in Entity Plus?
Should be doable.
Show me a nearly completed map and I'll make it for you. I don't want any effort on my end to go to waste on another one of your duds.
Re: EntityPlus - A single player Q3 mod
Posted: Thu Jul 02, 2015 6:40 am
by CZghost
Well, currently there's no map for EP by me at the time (working on a tourney map), but I like the mod and if I get any kick, idea to start planning, I'll let you know

Re: EntityPlus - A single player Q3 mod
Posted: Thu Jul 02, 2015 11:21 pm
by KittenIgnition
I was recently considering moving some of my teamrun/puzzle maps to EntityPlus for the awesome new entities it provides (previously mapped for Defrag, and most complex triggertry is just hacking and workarounds). There are a couple things I'd really like, however, which actually stalled me in Defrag.
The first is moving buttons. I basically want a func_train that can be shot to trigger something else. Pretty obvious.
Another is a button or trigger of some kind that tells a bot to go to a specific place. Straight from A to B.
If these exist, I would switch all my stuff over in a heartbeat. Moving buttons would be a Godsend, though all the other stuff in EntityPlus already pretty much is

I very much appreciate your work!
P.S. Oh, and moving triggers, but that's not such a huge deal (it's not too difficult to work around my case).
Re: EntityPlus - A single player Q3 mod
Posted: Fri Jul 03, 2015 6:58 am
by Eraser
I'll see what I can do for you

Re: EntityPlus - A single player Q3 mod
Posted: Fri Jul 03, 2015 2:50 pm
by CZghost
I saw somewhere experimental map made in Pacman flavour - you collect armor shards which gives you score points and you have beware of the ghosts. The ghosts are made of func_train or what, just like the original game works. Strange thing is when ghost runs through you you get hurt like of trigger_hurt. And the strangest thing is that this map installs to baseq3 - how they did it? It's really masterpiece and goes even beyond what Sock made as single player experimental maps... I think this is what Entity Plus suits best belong with Duck Hunt and similar old video games

Re: EntityPlus - A single player Q3 mod
Posted: Sat Jul 04, 2015 9:55 am
by Eraser
KittenIgnition wrote:The first is moving buttons. I basically want a func_train that can be shot to trigger something else. Pretty obvious.
Ok I've got this implemented in the development build as follows:
The
func_train can have a
health key. Any non-zero value will make it so that the train will activate any entities it is targeting. Now, a train is usually targeting a path_corner entity (which does nothing when activated). Having other entities with the same targetname messes things up, so use the func_train's target2 key to specify a different targetname.
Re: EntityPlus - A single player Q3 mod
Posted: Sat Jul 04, 2015 3:38 pm
by KittenIgnition
Omg that's genius! I want it! You're a hero!
Hmm... How exactly am I supposed to play in multiplayer? G_gameType 0 = single player, which is default (and totally fine), but does EntityPlus even have any other gametypes that can enable multiplayer? I've done it before, but I can't properly connect to my server. No other gametype settings work.
Right now I'm trying to figure out a simple way to make a trigger that will only activate once all three players are standing on it. It's rather simple using workarounds like shooter_plasma and doors, but I want to do it elegantly. I have a few ideas that I want to test, but I can't get more than one player in the game. Every gametype setting seems to be more or less the same - they all say that the server is running a single-player gametype. It's really frustrating

Re: EntityPlus - A single player Q3 mod
Posted: Sat Jul 04, 2015 7:54 pm
by Eraser
Yeah, that's the thing really, you can't do multiplayer (or cooperative) with EntityPlus, only single player. Unlike id Software, I'm not going to make up lame excuses for this shortcoming and just flat out admit that so far I couldn't be arsed to get all of the entities to work properly with multiple players. Mostly out of fear of me pouring many hours into this without it ever being used.
Re: EntityPlus - A single player Q3 mod
Posted: Sat Jul 04, 2015 7:58 pm
by KittenIgnition
Is there no way to just force it on, and forego all the bugs? In my map they might be possible to fix or avoid, who knows. If there isn't, oh well. I guess I can go to my other, more boring single-player ideas
I REALLY WANTED THAT ONE ROOM WITH THE FUNC_TRAIN AND THE BUTTON THOUGH!
Edit:
My bots don't follow their info_waypoint path. They turn around and stand still when I spawn them:

[youtube]FnwtGsV4z4s[/youtube]
Everything is linked up properly; I'm compiling with Q3MAP 2.5.17, BSPC 2.1i; the map has nothing else really aside from the trigger_multiple, the target_botspawn, and the info_waypoints (and info_player_start of course).
Edit:
If I make all the floors clip (the bot is below the player, through a floor made up of base_support/xbeam-whatever shader and caulk, although clip didn't work if I had the support shader on the topmost surface..), then it works. But if I use another shader for the floor, it doesn't work. However, when it does work, it just runs in a circle around all the nearby waypoints - it ignores the one far away in the corner. These don't seem to work quite like path_corners, which is frustrating. So much frustration!!!!
Re: EntityPlus - A single player Q3 mod
Posted: Mon Jul 06, 2015 11:17 am
by Eraser
The targetting lines in Radiant look a bit weird.
Why is room_4_waypoint4 targeting both room_4_waypoint2 and room_4_waypoint3?
An info_waypoint entity should target only a single other info_waypoint entity.
Re: EntityPlus - A single player Q3 mod
Posted: Mon Jul 06, 2015 11:51 am
by KittenIgnition
They look like they're targeting each-other like that because the top left corner has two in the same spot.

Re: EntityPlus - A single player Q3 mod
Posted: Mon Jul 06, 2015 2:05 pm
by CZghost
Could you post 3D shot of Radiant? This one really looks weird. Do you really need to use angles? What do you want the bot to route? A circuite path or front and back?