Author Topic: coop3  (Read 9649 times)

Offline [BTF] Reflex

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Re: coop3
« Reply #15 on: April 09, 2009, 06:16:06 AM »
Nerds  ;)


Nothing but respect for the coders,  this stuff is amazing

 :rockon:
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Offline SquiSHeR

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Re: coop3
« Reply #16 on: April 09, 2009, 09:24:04 AM »
Ooops. I copied from the wrong project.
Here it is the way Rogue wants to see it:
   if (other->client->pers.weapon != ent->item &&
      (other->client->pers.inventory[index] == 1) &&
      ( !deathmatch->value && autoweaponswitch->value || other->client->pers.weapon == FindItem("blaster")))
      other->client->newweapon = ent->item;


Works perfectly. :) Compiles even without warnigns on my machine.
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Offline SquiSHeR

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Re: coop3
« Reply #17 on: April 10, 2009, 05:03:55 AM »
I would like some rogue team deathmatch mod. Why have there never been mods for the mission packs. Like for example rogue CTF, rogue rocket arena 2 or rogue battleground??
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Offline peewee_RotA

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Re: coop3
« Reply #18 on: April 10, 2009, 09:50:15 AM »
I enabled the flame burst weapon. I had to create some new vars in the edict_s structure, a new item in g_items.c, and a new Weapon_Flamethrower function in  p_weapon.c so I'm not sure why the didn't include the weapon. It really was just unfinished.

I've got more tweaks to make. There are issues that they never troubleshooted out of it. For example, the radius that causes damage causes literally 0 damage if it is less than about 35 units wide. This is a glitch with quake 2's radius damage function in general. So I don't think that the weapon ever made it into testing phases. So far as I can tell I reproduced the intended functionality; rapid fire, low damage, slow projectile speed. So until I can work out the kinks, here's just a demo of how it works.
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Offline SquiSHeR

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Re: coop3
« Reply #19 on: April 10, 2009, 10:09:31 AM »
I enabled the flame burst weapon. I had to create some new vars in the edict_s structure, a new item in g_items.c, and a new Weapon_Flamethrower function in  p_weapon.c so I'm not sure why the didn't include the weapon. It really was just unfinished.

I've got more tweaks to make. There are issues that they never troubleshooted out of it. For example, the radius that causes damage causes literally 0 damage if it is less than about 35 units wide. This is a glitch with quake 2's radius damage function in general. So I don't think that the weapon ever made it into testing phases. So far as I can tell I reproduced the intended functionality; rapid fire, low damage, slow projectile speed. So until I can work out the kinks, here's just a demo of how it works.

Nice!! A Flamethrower in Q2...WHY NOT. It looks much fun. Now we just need somone who creates a weapon model for it and some nice sounds. :)
I think they left it out because they thought that the Q2 rendered explosions aren't suited for such a weapon. Although I like it.
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Offline peewee_RotA

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Re: coop3
« Reply #20 on: April 10, 2009, 10:30:12 AM »
actually I added in the sideways explosion to resemble the WOD/LOX flamethrower. There is some sort of "puff/tris.md2" model that was never included into the pak0.pak in the rogue install.

I'd love to track down some of the creators and see if they remember anything about the weapon or it's model.
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Offline QwazyWabbit

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Re: coop3
« Reply #21 on: April 10, 2009, 11:31:32 AM »
actually I added in the sideways explosion to resemble the WOD/LOX flamethrower. There is some sort of "puff/tris.md2" model that was never included into the pak0.pak in the rogue install.

I'd love to track down some of the creators and see if they remember anything about the weapon or it's model.

I am maintainer of the WOD/LOX code, current version 1.12.16. What do you want to know? There are two flame throwers in LOX, the flamethrower, a member of the railgun class, and the flame sweeper, member of the chaingun class, a less effective weapon but lots of bluster and balls of fire. I will have to peek at  your demo to see what your's looks like.... well, I would run the demo but I don't have rmine1.bsp.

http://www.clanwos.org
« Last Edit: April 10, 2009, 11:56:33 AM by QwazyWabbit »
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Offline peewee_RotA

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Re: coop3
« Reply #22 on: April 10, 2009, 12:05:36 PM »
I am maintainer of the WOD/LOX code, current version 1.12.16. What do you want to know? There are two flame throwers in LOX, the flamethrower, a member of the railgun class, and the flame sweeper, member of the chaingun class, a less effective weapon but lots of bluster and balls of fire. I will have to peek at  your demo to see what your's looks like.... well, I would run the demo but I don't have rmine1.bsp.

http://www.clanwos.org

:dohdohdoh:

Sorry, I meant the Rogue developers who put in the partial flamethrower and incendiary weapon code but never finished them. The way the flamethrower works in rogue differs from WOD/LOX. I just used a similar looking effect. The flame burst in rogue is a projectile that exists and thinks until the frame limit (20) is reached. As the frames increase, it does a damage based on the growing radius of the projectile every frame. The projectile ignores all BBOX and BSP's with health and only touches solid walls after which it does about 100 explosive damage. Think of it like a minibfg with a growing find radius for the lasers.

Another interesting feature is that the velocity of the projectile is based on the players' velocity:

Code: [Select]
flame = G_Spawn();
VectorCopy(start, flame->s.origin);
// VectorScale (aimdir, speed, flame->velocity);

// scale down so only 30% of player's velocity is taken into account.
VectorScale (self->velocity, 0.3, baseVel);
VectorMA(baseVel, speed, aimdir, flame->velocity);

So if you have momentum forwards from bunny hoping, turn right and fire, the projectile will trail to your left.

It also doesn't cause continuous fire damage.
« Last Edit: April 10, 2009, 12:09:52 PM by peewee_RotA »
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Offline Alpha-Prime(CW)

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Re: coop3
« Reply #23 on: April 10, 2009, 01:37:30 PM »
I put a video up on my mod site showing the 'Dinobot Flame Breath' i did, i need to limit its range but i think it looks quite good!
http://www.moddb.com/mods/transformers-quake-2/videos

ises a couple of frames from a standard quake2 explosion
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Offline fdrjk

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Re: coop3
« Reply #24 on: May 22, 2010, 11:54:17 AM »
Why cant we have xatrix coop or something? Xatrix coop was awesome! :bananaw00t: :rockon: :lolup::yessign:
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Offline ReCycled

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Re: coop3
« Reply #25 on: May 26, 2010, 09:00:47 AM »
I'd be into Xarix Coop. Played it many times. Try using nothing but traps to get thru the whole thing. They won't work on the largest monsters but there's nades for that.
 :bigshades:
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Offline fdrjk

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Re: coop3
« Reply #26 on: May 26, 2010, 12:49:32 PM »
I'd be into Xarix Coop. Played it many times. Try using nothing but traps to get thru the whole thing. They won't work on the largest monsters but there's nades for that.
 :bigshades:

:lolsign: There are only like TWO TRAPS through the entire game! :)
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Offline ReCycled

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Re: coop3
« Reply #27 on: May 26, 2010, 08:50:45 PM »
Not if you start with "give traps 999". Then just fire them ahead of you into strategic monster hiding spots. Watch out you don't get yourself. You will get red balls of health of various value. Some levels you will end with over a 1000 health. It resets to 100 the next level.
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