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CornCobMod (probably) final Quake 3 mod

Posted: Fri Feb 29, 2008 2:14 am
by corncobman
This will probably be the final version barring any major features or bug fixes.

Download here for the all-in-one package thingy (extract directly to Quake 3 folder) and run the quake3_ccm.exe that is extracted.

Most recent changes:

Added the cel-shading patch code for ioquake3

Players can choose the legs separate from the rest of the body, like the head. So you can do stuff like this:

[lvlshot]http://www.violationentertainment.com/misc/ccm/shot0001.png[/lvlshot]

Can choose a different player model sounds separate from the model

Fully working enemy models / colours and team models / colours

Dodging and walldodging improved.

Bots from Brainworks put in, thanks to Ted Vessenes.

Ogg support.

Png support, with screenshotpng command.

Added some new modconfigs.

All weapons have randomised kill messages.

Spiral projectiles for hulk gametype.

Added a client-side variable, cg_showmodel so you can see the model in thirdperson.

Made a new shader and image for alternate railgun trails.

Improved missile movement for guided missiles and missiles in general.

Added weapon charging and burst firing.

Made the grappling hook follow movers and doors so it does not hang in mid-air looking strange

Modified item grappling so items don't rub along the ground and get stuck

Added grapple hooktime to control how long players hang

Added grapple hooksky toggle, so now you can choose to hook the, um, sky
Added Quad effects to item 3D explosions



Features (probably needs updating as I've since added some):

Alternate fire mode
Weapon reloading with a clip amount of ammo for each weapon
Weapon replacing / banning
Item replacing / banning
Ammo replacing / banning
Locational damage, different parts do different damages
Headshots!
Telefrag railgun
Banning weapons/items/powerups
Gauntlet makes players move 1.6 times faster
Berserk gauntlet when health goes below 25
Leg shots (slows player down)
Ammo quantity variables
Teleport grenade launcher
Grappling hook
Rocket type choosing (homing, normal, accelerating, gravity, guided)
Toggle projectile bounce
Rockets, BFG, grenades, napalm balls can be destroyed when fired at
Remote detonated grenades
Armour piercing weapons
Weapon damage, speed, reload rate variables
Railgun goes through walls (how many is controlled by a variable)
Railgun bounces off walls
Above two not at the same time!
Spawn with chosen weapon(s) / powerups / ammo
Anti-Gravity Boots
Cloaking Device
Spreadfire power up
Vampire game mode
Grenade type/ BFG type/ napalm type choosing (gravity, linear, accelerating)
Falling / self / environmental damage toggle
Killing spree bonuses
Survival bonuses
Ending killing spree bonuses
Weapon damage modifier (the more kills the less damage your weapons do)
Award bonuses
Weapon bonuses (kills with weaker weapons get higher bonuses)
Bleeding to death (with floor blood! *<8OP)
Autosentry turrets
Map config execution (different settings for each map)
3 new rail trail effects (new swirly rail effect still works)
Cluster projectiles (try it with the napalm thrower) which can be used with detonation
cg_projectiletrail which controls which weapon trail is drawn
cg_newrail which controls which rail trail to use
No camping ammo - if you've got the weapon, no extra ammo picking it up again from the spawn point
Picking up someone's weapon gives you their ammo before they died instead of full weapon ammo
New cg_autoswitching, 1 for better weapon (defined in personal order), 2 for new and better, 3 for new
Domination, head hunt, team head hunt, last man standing, last team standing and hulk game modes
Lightning gun discharge when in water
Hitscan weapons can self damage and can have knock back (rail, minigun, shotgun jumping, etc)
Sticky projectiles!
Anti-camping
Team weapons/powerups/speed/heath/armour (each team can have different combinations)
Holdable powerup, armour dropping when killed
New gametypes can be accessed from skirmish menu
Progressive zooming
Server side minimum fov control (to stop people from setting the fov so they can see far, far away)
Powerup delay controlled by variables
Reverse team damage - hitting your team increases their health!
Timer now displays time left if time limit is set
3 minute, 30 second warnings and 10 second countdown until time limit ends
Bubble bullet and shotgun trails
Spawn protection - either firing enabled or disabled when protected
Team arena style hit sounds
Hit sounds can be disabled
Team colour rocket, rail and grenade trails
Random and player colour rocket and grenade trails
Weapons bounce off the shield powerup
Round style play, when the round limit is hit the map changes
Unlagged working with the bouncy, wall piercing railgun
Spreadfire corsshairs
Teleport beacons being separate from the weapons
Alt chain lightning
Scoring points for knocking opponenet players off the map
Spreadfire working with unlagged
Alternate rail trails
Alternate minigun has an explosion effect
Alternate BFG from the Alternate Fire mod
HUD armour / health / ammo bars
Juggle award with different values for each weapon
Burst fire
Weapon charging
Semi automatic firing
Release fire button to fire weapons
Constant splash damage instead of changing with distance
3D weapon explosions
Smoke explosions

All the above can be enabled /disabled

Customised weapon switching order
Napalm Thrower instead of Plasma Gun
People catch fire from the napalm thrower :)
Airkill, accuracy and headshot awards!
Killing sprees!
Suck messages when you die 5 or more times in a row
New regeneration, spawn protection and spreadfire effects
Double, triple, multi, ultra, mega, monster kill sounds instead of excellent
New award sounds (some form Unreal Tournament, some from Mortal Kombat)
Taunting using sounds
A new orders menu replaces the team orders command (partially)
A new in game hud scoreboard
Shotgun ricochet sounds
Thirdperson crosshair - for a laugh
Team stats - your team mates health and armour are displayed when you point at them
Weapon, ammo, flag, holdable powerup dropping using a command
Rocket and grenade trails just fade instead of dispersing in a big cloud - better for low-end systems
New UI enhanced menu
Shotgun projectiles with a new trail
Quad and Spreadfire effects for 3D explosions

Re: CornCobMod (probably) final Quake 3 mod

Posted: Fri Feb 29, 2008 5:00 am
by Nanoko
Uhm. I dont know what it is. Am I supposed to download things other than the exe? It crashes whenever I attack someone, all the bots have the same, mysterious black model, the screen size is screwed up, it crashes instantly if I join a game with more than one bot, single player levels dont function and... and it just doesnt work. at all.



but it looks so fun

Re: CornCobMod (probably) final Quake 3 mod

Posted: Fri Feb 29, 2008 1:17 pm
by corncobman
The corncobmod.exe is a self-extracting zip file.

Once you run it, the default installation folder is C:\Program Files\Quake III Arena, change this if this isn't where your Quake 3 is installed.

Once you've extracted the files, you should have a mod folder called corncobmod and a quake3_ccm.exe file in your Quake 3 folder. Inside the corncobmod folder you should have

pak9-media.pk3
pak9-qvm.pk3
pak9-uie-media.pk3
wep10-grapple.pk3

You must run the mod using the quake3_ccm.exe provided.The reason being I've added stuff which goes past the original Quake 3 limits, like player awards.

If it still doesn't work, please give me a little more information and I'll try to help you as quickly as possible.

Re: CornCobMod (probably) final Quake 3 mod

Posted: Fri Feb 29, 2008 7:43 pm
by tombston3r
looks cool, but why the png support?

Re: CornCobMod (probably) final Quake 3 mod

Posted: Fri Feb 29, 2008 8:52 pm
by corncobman
No good reason :)

Re: CornCobMod (probably) final Quake 3 mod

Posted: Fri Feb 29, 2008 8:56 pm
by tombston3r
you should make that jpg :P file size ftw!

Re: CornCobMod (probably) final Quake 3 mod

Posted: Fri Feb 29, 2008 10:13 pm
by corncobman
Jpg is natively supported by Quake 3.

Re: CornCobMod (probably) final Quake 3 mod

Posted: Sat Mar 01, 2008 12:12 am
by Nanoko
Yes, I've been running it exactly the way you told me. the self extracting zip is a given, and I had sense enough to run it from the exe provided (its in the Quake III Arena folder)

So I do it exactly like you said. the screen size is

It also includes a pak-9-taunts.pk3 :P
along with a bunch of config files. anyway, whenever I run the game, shit happens. here's some screens to show what I mean.


1: The Menu looks like this. it also shows the errors with screen size.
Image

here's what all of the bots look like. all of em. it doesnt matter what bot, or on what map. however, the player model works fine, I believe.

Image


sorry to bother you and all. Any ideas?

Re: CornCobMod (probably) final Quake 3 mod

Posted: Sat Mar 01, 2008 1:57 am
by corncobman
Hmmmmm, that is a bit strange. What resolution is your monitor set to, i.e is it a widescreen monitor?

For the second problem, set cg_enemymodel to 0 in the console, I should probably set it by default in case people have a heart attack about the enemy model.

Re: CornCobMod (probably) final Quake 3 mod

Posted: Sat Mar 01, 2008 4:37 am
by Nanoko
XD np. I have a laptop monitor, and a normal one at that. Its maximum is 1024 x 768, go figure. Which also explains why I have it set at 640 x 480. Thanks for clearing that up about the enemy models, but its impossible to get a game because of the CTDs whenever Im in a FFA of 3+ people. I don't know how this works.

Note that I experience none of these problems with vanilla Q3, any other mods, any total conversions, nor any maps.

Re: CornCobMod (probably) final Quake 3 mod

Posted: Sat Mar 01, 2008 12:39 pm
by corncobman
Created this mod on a laptop monitor, maximum resolution 1024 X 768, so I don't know what the heck is going on there.

EDIT: I've found a cvar which sounds like it could do something related to your problem, try setting

/r_uifullscreen 1

I can't be sure though as I've never had this problem.


Also network games don't work unless the server is running my mod and exe (which is less than 0). So if you are connecting to a server which doesn't *BOOM*. I should probably have mentioned it before but it slipped my mind.

Re: CornCobMod (probably) final Quake 3 mod

Posted: Sat Mar 01, 2008 7:17 pm
by Nanoko
that's a given. I still cant get single player games with more than 3 bots without a CTD. Really, I think it just doesnt work for me. I even made a fresh install of Quake 3 on another folder, and installed Corncob to that. Same problem. Let's just say it doesnt work for me.

Also, the bots fix you told me just gave everyone the Keel model. go figure.

Re: CornCobMod (probably) final Quake 3 mod

Posted: Sat Mar 01, 2008 9:51 pm
by corncobman
Sorry I couldn't be of more help.

Stupid question - did you update to 1.32?

Sorry for treating you like a noob, :P

Re: CornCobMod (probably) final Quake 3 mod

Posted: Sun Mar 02, 2008 12:47 am
by Nanoko
XD it happens. And yes, of course I'm on 1.32c.

Re: CornCobMod (probably) final Quake 3 mod

Posted: Sun Mar 02, 2008 1:48 am
by corncobman
May I ask what OS, and computer specs you are running?

I want to see if we can track down the source of this error.


EDIT: try downloading the latest pak9-qvm.pk3

Re: CornCobMod (probably) final Quake 3 mod

Posted: Sun Mar 02, 2008 10:21 pm
by Nanoko
=/

Windows XP, Service Pack 2. 1.5 ghz processor, some shitty intel "video card", and 512 RAM. It's a laptop from 2002.

>.>

And it works better, but I still crash immediately when theres a bunch of bots. It doesnt hang, either, it just goes *BAMF* and I'm back at my desktop. Does it have something to do with all those grapples? Because as soon as I start a game. all the bots fire the grapple at someone then BAM its closed. This patch at least fixes the screen size once I've started a match. Thanks for all your effort!

EDIT: Oh, I'm sorry! This patch does a ton! I like the weapons system much better in this version, fighting with nothing but the grapple was a pain. And this version actually allows me to play for a while, just not with numerous bots. I think playing with humans will fix my only problem (CTD's) left, because all the bots frequent the grappling hook and I think thats whats causing the crashes.

Yeah. Too many grapples = crash. I found it out.
Thank you again, this mod is great!

Also, I must say. The alternate fires, and new effects are badass. Alt-fire with BFG, and it's like "Oh, SHIT! RUN!"

Re: CornCobMod (probably) final Quake 3 mod

Posted: Mon Mar 03, 2008 3:04 pm
by corncobman
Hmmm I'll have a look at the bots and see if I can do anything about it.

EDIT: I think I know what the problem is. Fixed. Grab the pak9-qvm.pk3 here

Re: CornCobMod (probably) final Quake 3 mod

Posted: Tue Mar 04, 2008 12:26 am
by Nanoko
Ugh. Coincidences... right, the upload is broken, when I loaded Corncob up with it, my whole system just froze. I checked it out with winRAR, and I'm sorry to say it (And I know you're getting tired of me by now), but the file is broken with the error:

Unexpected end of archive.
So it was a partial upload. and its not my download thats broken, either. I tried re dl'ing with 3 different managers, all had the same problem. I s'pose 334 kbs should have been a clue (compared to the 7-something of the last one.)

Re: CornCobMod (probably) final Quake 3 mod

Posted: Tue Mar 04, 2008 12:49 am
by corncobman
Yeah, I have problems uploading it.

EDIT: try now. It just finished uploading.

Re: CornCobMod (probably) final Quake 3 mod

Posted: Tue Jul 01, 2008 7:03 am
by cocov
Okay.. i know it's a dig out but i have a problem.

I can't run it from inside of Quake, and my exe wouldn't launch.

Window that shows up after trying says, that:
Nie mozna uruchomic aplikacji poniewaz jej konfiguracja jest niewlasciwa. Problem ten moze rozwiazac ponowne zainstalowanie aplikacji.

This means more-less like:
Application cannot be launched becaouse of its inpropper cofiguration. This problem might be solved by reinstallation of aplication.

So.. any chance it will work?
Anyone?

Re: CornCobMod (probably) final Quake 3 mod

Posted: Wed Jul 09, 2008 11:52 pm
by corncobman
Hmmmmmm... I'll check it and get back to you.

I reinstalled my FTP program so it may be a while before I am able get access to upload any necessary files.


EDIT: try downloading this: http://www.violationentertainment.com/m ... e3_ccm.zip

Re: CornCobMod (probably) final Quake 3 mod

Posted: Thu Jul 24, 2008 2:47 pm
by michael18
the source is down...
can you please upload the sourcecode

Re: CornCobMod (probably) final Quake 3 mod

Posted: Fri Jul 25, 2008 9:40 pm
by corncobman
They aren't down, I just screwed up the urls for the files. Fixed now.