Loves Quake 3 Arena for its 'singleplayer'...I'm not kidding.

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Cyberias
Cyberias - - 404 comments

hey I fount NBT HC mod do you want a link it's in the front page of MW4

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Mapsking
Mapsking - - 8 comments

Awesome, thanks! Can't wait to try it out!

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Mapsking
Mapsking - - 8 comments

Hi CannerZ45, I love your mod, with all the cool gibs and effects, but I noticed in the most recent version, when the gun is moved, it looks REALLY out of place in OpenArena (like it is WAY too far forward and tiny), which is what we play. I know you said you don't know about compatibility with non official Q3, but is there a variable I can set, or some way of modifying the position of the weapons, so it looks right in OA? Thanks, Mapsking

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CannerZ45 Creator
CannerZ45 - - 134 comments

Wait, what? It works with OA? That's pretty neat. Anyway,the cvars regarding weapon positions are locked in so as not to bork both the ADS and non-ADS weapon position. Let me see if I can get it running on my end, and I'll try to make the adjustments for OA.

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pishipro
pishipro - - 2 comments

Hello, CannerZ45.
I want to implement Iron Sight view in OpenArena.
Can you tell me (us), please, how do I make this? :

Media.moddb.com

Moddb.com

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CannerZ45 Creator
CannerZ45 - - 134 comments

As I have told Mapsking here, my error was that I hadn't properly documented codes I did back in 2014-2015. So it's only now that I'm once again reading in full the changes that I did. I'll try my best to be instructive. the only codebase you have to mess with is the "cg_weapons.c" on client-side('cgame'). I think, the only function that you have to modify is CG_AddViewWeapon. Now here's a pretty useful conditional check; "cg.zoomed". cg.zoomed returns 'true' if the player is holding the zoom in view button.
So use that as a conditional check in calling the modified weapon draw(else, draw as usual), then create a switch statement, which gives a specific weapon model origin modifier for each weapon(as every weapon model are differently positioned).
But that's just laying the foundation. the main grit in this mod is by actually finding what's the ideal view position of a given weapon model while zoomed in. This requires you to play around with the cg_gun(x/y/z) cvars in-game. As what I did, was that the following result in the xyz cg_gun cvars is what I used in the code to modify the initial weapon position(addition and subtraction).

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Mapsking
Mapsking - - 8 comments

Awesome, thank you so much. When you are done, can I just repackage it into a .pk3, or is there something specific I would need to do?

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CannerZ45 Creator
CannerZ45 - - 134 comments

Wow, so it does work, apparently. Cool to know. :)
Anyway, here: Dropbox.com

Now, whether you ran it as a proper mod-in which the pak files are in a separate folder, or you did what I did and just placed the gameplay-altering mod pak in the 'baseoa' folder, simply replace the old "pakcz03G.pk3" with that new one.

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Mapsking
Mapsking - - 8 comments

Awesome, thank you! One side note, I am curious if it possible to edit a .qvm file, or is it basically programming code that has to be recompiled?

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CannerZ45 Creator
CannerZ45 - - 134 comments

Since you touched on alot of good questions, I'll let this be the place to put the answers in. Be a good place to point as for any other potential questioners.

First off, yeah, sorry, won't share the source code, period.

Second, I too started with looking for some qvm 'reader'/'decompiler', still looking for today and am yet to see one. So yeah, you can't edit qvms(John Carmack's magic at play, I presume).

As for the modularity thing. I too wish QIIIA were gameplay-wise modular like ArmaIII or Skyrim, but as the game engine stands, it's more intertwined. It makes the engine generally safe, stable, and fast. But it does mean you have to take a pass at the whole codebase when making changes/additions/removal in the code.

This is another reason why I don't want to give out the source. I'm not a coder. This is the thing, I started off messing with Quake3 with no knowledge on what C/C++ is. Pretty much eight years of making little changes, learning from the errors and mistakes, that snowballed into bigger changes. While jumping back and forth on modifying/studying other games' codebases(most noteworthy game I could point out were CoD1 and CoD4 and their "GSC", as they're pretty much running on a heavily modified idTech3). So everything I did where messy hacks, my Q3 source is a jumbled bundle of crapshoot coding and I just don't feel like dedicating myself into making a comprehensive guide on all the changes I did(including detailed instructions how).

Regarding the "custom gore theme only" approach. That is actually possible, to an extent. I know because that's the second thing I did before jumping into editing Q3 code. Let me see if i can find my old "gore mods", and share that instead, to give you an idea on what to work with. But no promises, these were back in 2010-2012, got external disk drive and flash drive casualties through the years and it could be lost from back then.

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Mapsking
Mapsking - - 8 comments

I understand completely. I am not a coder or programmer at all either, and have made many changes to OA for various things, but mostly through trial and error. It has helped me understand a lot of what is going on, and we play with out family, so we want to use things are appropriate.

The other reason I was asking is there are things, personally, which have nothing to do with you or the mod, which in itself, works great, that we do not like, like the automatic exploding vs. the shooting of the player to make gibs, the screen shake, and some various other things, that we would prefer not to have.

Also, some things do not work perfectly in OA, which is fine, as it was made for Q3, and I understand it, but they work in Q3, so I was thinking I could modify it to work in OA a bit better and learn.

No worries though, I totally understand. Initially, I was thinking it could simply be extracting the .pk3 files, and using them (like the gibs/blood effects), by using different .pk3s, but then I realized the game logic was modified, which is fine too, of course. Anyways, thanks for making these varied mods, and if you happen to find the old files, or a way to use them independently, we'd love to use them. If not, of course, we can use the mod itself to play locally as well. ;-)

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CannerZ45 Creator
CannerZ45 - - 134 comments

Pardon the late reply. Currently familiarizing/updating new (win10)laptop(previous win8 finally gave up. Got good five years on that one). I'm currently rewritting my shader scripts from my weapon and player model textures, got an issue with nvidia(was an amd user previously). I take it it might happen to other nvidia users too. Working on that fix.

Okay, I got my old gore files. But the issue is that OpenArena seems to be using a different/renamed set of models, textures, and sprites. In short, my files simply isn't working right.

So what I did is I created one specifically for OA, from scratch.

Here; Dropbox.com

That's pretty much my "basic" set. Simple textures and sound replacements, you can change those however you want to create your own theme. Some notes though; OA seems a bit difficult to wrangle with regarding custom shader file. So I ended up brute-forcing a bit and included a modified OA-default shader scripts in there. What this means is that, any update in Open Arena would probably render that mod, incompatible. Also, haven't got around to refining the star hit sprite effect.

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pishipro
pishipro - - 2 comments

I want to implement Iron Sight view in OpenArena.
Can you tell me (us), please, how do I make this? :
Moddb.com

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