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My 1st Mod

Posted: Mon Apr 11, 2005 1:04 pm
by MaxGaMin
Hello, mates. :)
This is my 1st mod named "ut2k-ish". :icon25:
It's still pre-alpha.
Please check it out and reply how you think of.
Can this meet the requirement to be hosted by planetquake? :tear:
Thank you. :icon29:

download!

Posted: Mon Apr 11, 2005 1:26 pm
by voodoochopstiks
Hehe, it was a quite fun, but maybe you should state more of what you did in the readme? Had to find out a lot for myself.

Suggestions:
Make the grenades on the ground shootable, so you can shoot them to make them explode.
Perhaps take away the normal doublejump and make it a little bit cooler, as a Walljump or something(pushing jump when touching a wall.)

Posted: Tue Apr 12, 2005 9:03 am
by MaxGaMin
Thank you chopstiks for your sugestion!
I'll take your comment into consideration.
Yes, walljump is just listed on my .plan file. :icon25:
As for shootable affair, I'm currently planing it for BFG. :icon29:

BTW revision3 is uploaded.
New ut2k-ish features, dodging and gaunlet shielding have been added though their flavours somewhat differ from the original ut2k. :icon30:

So can I get a disk space on planetquake for this mod? :icon23:
Most projects are dead as of now, so I beleive this project won't mess things up so much at planetquake. :icon32:

revision3

Posted: Tue Apr 12, 2005 1:30 pm
by voodoochopstiks
I think http://www.planetquake3.net are quite nice with hosting, mail them. They are alot faster than planetquake.com and their fileplanet too.

Posted: Wed Apr 13, 2005 10:29 am
by corncobman
It was okay for the first attempt.

Shotgun projectile model needs work, and it behaves very oddly if you hold a direction key down together with the 'dodge' key.

If you want to know how to do wall dodging / wall jumping just ask.

================================

msn -> corncobman21 at hotmail dot com
aim -> corncobman21
yahoo -> corncobman21
icq -> 130838167

Posted: Wed Apr 13, 2005 11:03 am
by MaxGaMin
@voodoo
Thank you voodoo for providing another option.
I'll submit both of them once homepage is ready. :icon25:

@corncobman
I do want to know how but 1stly am going to do trial and error.(try nothing ATM because it seems difficult)
Once realized it is too difficult, please help me at that time. :icon32:

As for dodging, yes, its operation is quite dodgy because of quickie implementation.
Just guessing around it seems a bad way.
I'll try some, but once stucked, please help me at that time.

BTW your signature seems to be a stolen one. :icon28:

This is a revision6. :icon29:
revision6

Posted: Wed Apr 13, 2005 11:14 am
by corncobman
@ signature - Hmmmm

Must be a coincidence.

Posted: Wed Apr 13, 2005 1:46 pm
by obsidian
Wow.... maybe you guys are twins separated at birth? :D

Posted: Wed Apr 13, 2005 3:10 pm
by corncobman
BTW if you want to make the dodging more like the dodding in UT (i.e. double tapping a direction) I could give you a few pointers.


The old version of my mod can be obtained here:

http://www.violationentertainment.com/misc/corncobman

(the new version is currently being worked on, it will be up soon)

Posted: Thu Apr 14, 2005 1:04 pm
by MaxGaMin
@corncobman
I checked your homepage and found some of those screenshots are quite curious, such as new haste effect and chain lightning.

As for dodging, please wait a moment.
I'm still learning an overall relationship and each parameter.

Anyway, thank you for your kindness. :)

revision8

Posted: Fri Apr 15, 2005 1:20 pm
by MaxGaMin
@corncobman
Help!
I'm totally exauhsted with pmove.
I tried unreal-ish doging with ducking(for velocity affairs), but it never works constantly.
Just wasted a whole day suffering sick. :puke:
Here is my question.

Granted there are few tutorials about pmove, modding of this part should be avoided?
Please give a few pointers.

Thank you.

Posted: Fri Apr 15, 2005 1:37 pm
by corncobman
Most of the dodging stuff can be done avoiding pmove altogether.

You can just change the player's velocity directly, using functions already defined such as VectorMA and VectorAdd.

I did it by getting the players viewangles and multiplying the players velocity in the direction they want to go in.

Posted: Sun Apr 17, 2005 12:17 am
by MaxGaMin
Thank you corncobman for your help.
One more question, please! :icon23:

How can I get players viewangle in bg_pmove.c?
There seems to be nothing such variable.

Also, your homepage no longer exists.
What happened! :icon28:

revision10

Posted: Sun Apr 17, 2005 12:22 am
by ^misantropia^
Take a look at PM_UpdateViewAngles in bg_pmove.c; you obtain the view angle by adding ps->delta_angles to cmd->angles.

Posted: Sun Apr 17, 2005 12:25 am
by MaxGaMin
Thank you misantropia for your help.
I'll check it out. :icon29:

Posted: Sun Apr 17, 2005 3:10 am
by corncobman
Homepage is:

http://www.violationentertainment.com/misc/ccm


I renamed the folder

Posted: Mon Apr 18, 2005 9:32 am
by MaxGaMin
O.K. Changed bookmark.
Previous name was too long. :icon25:

Can I ask one more question?
How can a vector be rotated most easily based on a specified origin?
VectorRotate function seems to use (0,0,0) for rotation center and did not work as intended.
Please!
Thank you in advance.

revison 18

Posted: Mon Apr 18, 2005 10:29 am
by corncobman
Try RotateAroundDirection() or RotatePointAroundVector()

Most of the vector functions are in q_math.c

Posted: Mon Apr 18, 2005 3:49 pm
by MaxGaMin
Thank you, corncobman!
My multi missile and wall kick should work better. :icon29: