Is the source code still around? Would love to archive it for future generations! I run a Quake II source archive github repo.
Is the source code still around? Would love to archive it for future generations! I run a Quake II source archive github repo.
LordWriath.
Wouldn't be needed, but I do need a tester for this. My other tester is gone, and has left me to be testing it myself. If you are interested, please drop me a line at jonno.5000@gmail.com. I would LOVE to get a working Single Player/Coop StroggDM working.
What I had in mind too were different gamemodes for this too. Example:
Normal - Play the COOP/SP as you would DM, but with monsters.
RPG - Start low, and make your way up the tables by killing monsters. (I had a thought to make this the main StroggDM gameplay, but quickly changed my mind soon after. RPG is a planned gamemode in 8.0. I hope to have an atleast working SP by then, but no promises for COOP.)
Random - You might be a soldier, you might be Makron, who knows? Only after your respawn will you find out.
Human Invaders - Changes all of the Stroggo enemies into humans. Weapons depend on who they replace. (This is going to be part of what I call "StroggFlags", which will also include the teamplay options, removing them as cvars).
That's all I can think of. So yeah, the idea of StroggSP/COOP isn't bad. I might release each Strogg series game (StroggDM, StroggSP/COOP, StroggCTF) on it's own, and then mix all of it together in one StroggDM release.
Ideas welcome, and I'm looking forward to hearing from you LordWriath.
-Paril
scorpionz, make sure deathmatch is 1. The tutorial does not work in Single Player or Coop.
Lord_Wriath, as of the latest build (7.0 Final), there was no single player or coop support. At one time, I did think of making it, but I just don't know how to approach it. If you want to discuss this more, we can talk.
-Paril
A team-based mod would have the same idea, but I mean only for selection, not for gameplay itself.. I don't even use this way anymore, Zoid's PMenu helped me a lot..
Note, I messed up,
Try this:
#define ARM1_DAMAGE (height/1.4)-abs(targ->mins)+8 // Should go about between the chest and stomach, and going over by 8#define ARM2_DAMAGE (height/1.4)-abs(targ->mins)-8 // Should go about between the chest and stomach, and going over by -8
I only gave the beef. You had to make the rest yourself, but thanks :)
Note that you have to make a cmd yourself, making it activate "Grab_n_Climb".
else if (Q_stricmp(cmd, "climb") == 0)
Grab_n_Climb(ent);
Taken from AQC.
You don't need those. That block is for the +action, from Dirty.
You can just press the cmd I added to be able to climb up.
All it does is check for a location and up your velocity..
Works fine for me, it was implemented into my oldest AQC mod.
As for the ammo requirment:
error C2113: pointer can only be subtracted from another pointer.
Not sure where that came from....
I'll check about the laser.
Sorry, that's a very old tutorial.
I'll fix it right now.
Probably.
NOTE: Stuffcmd is NOT recommended, as it will cause overflows.
BigBird is correct, any C/C++ base. I did this in C, on the Quake2 DLL.
Not bad.. Pretty cool, but hard to get working >>
Very very nice! It's great to see someone involved in Quake2 still, like me, a quake2 coder. Pass me an email sometime, I'd love to talk :)
Haha thanks, I give my share to the community. I'll be doing alot more, just keep waiting. They will be for Q2, because it's the best..
Many many things you could do with this. Maybe some text like in Action "You hit %s in the (name of part)!", Kevlar/Armor bullet hitting "%s's Kevlar Vest absorbed most of the shot".. this can be used for every weapon, including melee attacks.
They shake the level. Just like a normal earthquake.. And no, there was never a cvar. I wish there were, but with the engine, I don't think I can. I will make a cvar for changing both time limits though :)
Paril
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