.qc (dot qc) - the group for quake c coders of all denominations. If you make quake one mods and write code in quake c, join our group! I'll try to answer any quake c questions - please post your inquiry in the forums...
Beyond references to the crude enemy and bot AI found in video games, sometimes code just does bonkers stuff.
Like this example screen - Chaos mod: Archon has many dynamic items.
One of the big issues with weapons and item mods for quake 1 back in the days was this - new items DONT exist on any maps you didnt put them on - because weps and items are made with map spawn functions during loading...
You had several choices -
1. modify all the maps with quark
2. replace existing weapons
3. give new weps automatically with the old one
4. dynamically spawn new items on any map
I chose option 4 as the optimal device. This choice comes with an entire series of consequences.
Such as:
- server overload from too many items
- items can spawn in unreachable locations
- add in items can unbalance play
- dynamic items can spawn in the void outside the map.
The last one turns out to be a whopper. With that and the possibility of players / bots / monsters falling into the void I have faced some real issues.
In writing code the chase down and fix all the "things in void" issues I have seen code do some strange stuff.
Like seen here. Despite my best efforts, some stuff is still spawning and living in the void. Escaping the removal logic tests. In a bizarre area some 6000 units below the level.
This code has a mind of its own sometimes.
Either that or things are sneaking in via my subconscious.
Beyond references to the crude enemy and bot AI found in video games, sometimes code just does bonkers stuff.
Like this example screen - Chaos mod: Archon has many dynamic items.
One of the big issues with weapons and item mods for quake 1 back in the days was this - new items DONT exist on any maps you didnt put them on - because weps and items are made with map spawn functions during loading...
You had several choices -
1. modify all the maps with quark
2. replace existing weapons
3. give new weps automatically with the old one
4. dynamically spawn new items on any map
I chose option 4 as the optimal device. This choice comes with an entire series of consequences.
Such as:
- server overload from too many items
- items can spawn in unreachable locations
- add in items can unbalance play
- dynamic items can spawn in the void outside the map.
The last one turns out to be a whopper. With that and the possibility of players / bots / monsters falling into the void I have faced some real issues.
In writing code the chase down and fix all the "things in void" issues I have seen code do some strange stuff.
Like seen here. Despite my best efforts, some stuff is still spawning and living in the void. Escaping the removal logic tests. In a bizarre area some 6000 units below the level.
This code has a mind of its own sometimes.
Either that or things are sneaking in via my subconscious.
Seen here are the bounding boxes revealed in darkplaces with "r_showbboxes 1".
Models dont seem to be visible here in the void.