Quake <-- Nethack. Yes, it is that simple.

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Progress 015.12.20 (Games : Quake : Mods : Quake Hack : Forum : Quake-Hack Lore : Progress 015.12.20) Locked
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Dec 21 2015 Anchor

Scrape from .plan: Github.com

12.20.15

WIP: map hack -
DONE: gravity entry / exit e1m8
- gravity on e1m8,
-triggers on entry / exit
- what about coop, where some player might not be there
FIXED: damage plat still wrong
-- this was the chunk belows unseen boundary overlapping the plat move space and causing problems when the player was on the plat
-- yeah, go figure that
total remove & reinstall of vs015 - which got buggered by pf86 move
DONE: episode local area respawn coop - sp (what used to be each map start) - trigger_respawn
- issue in real coop - simultaneous death will lead to spawn frags - only 1 local area spawn point

12.19.15

WIP: online manuals - sourceforge, github accts
- edited 3.4 spec, some html formatting
DONE: uploaded specs to git

WIP: win compile darkplaces
- visual studio install _finally_ complete and installing
- missing d3dx9.h
DONE: installed d3dx dev stuff
WIP: moving some files...have a permissions problem

Completed in some form:
things to look at - think to ent_load so it happens after all hacks are made
- add in one type of ent at a time & perfect them (nearly)
- put rotates back in - figure vector math (yes! vector math is my bitch)

DONE: copied tools to vxp & updated z.bat, compile chain - hmap2, arghlite, rvis
DONE: compile door section th_0003 with oldschool tools - lot more doors visible, but still had some blanks

WIP: map hack -
DONE: gravity code for e1m8 segment

12.18.15

WIP: map hack -
FIXED: damage plats* -- default self.dmg = 1, negative dmg for none
FIXED: message print, had to sub in \n from cvar_string
HOLD: standard quake 1 end of episode win text scroll -- when finishing teleport, viewport is screwed
- intermission messages
-- for cheat - fixangle, cprint time, velo - cheat is get rid of SVC stuff and fake it
- check centerprint time after intermiss
- fix viewport deal
DONE: scroll infobar end of episode text + final text strcat
nix: fix the dang map that has that low hang door thing -- chunks need remade

12.17.15

WIP: map hack -
DONE: address targetable lights - test them too
DONE: for any map-hack map, every player spawn should make 6 triggers
-- requires initial maphack_trigger or spawn point owned by a hack
FIXED: weapon touch - hip add in code & stemp logic change
DONE: script entity parm override, cut 1
DONE: cfg to chain levels together for qone
DONE: ent replace spawnflag for map spec or biome func_maphack
DONE: map one field to another in target
DONE: $MHN - map hack name in targetname
FIXED: info_player_start as tele dest, facing angles -- self.mangle = self.angles;
DONE: keys / worldtypes -- need an eyeball check of all of them

12.16.15

WIP: map hack -
DONE: make sure chunk really exists - if not, we could load a default placeholder
DONE: 6 trigger fixes - spawn, respawn, teleport, just fired a triggger issue
-- back to 8 triggers for bing - bong or its easy to get outside the box
DONE: respawn and 6 cube trigger set - see teleport deal
DONE: file exists test - change: load code, rotate t_length code
DONE: set a default string hack with first maphack loaded with a valid model file
DONE: delete hacks in func_maphack if: 1. null model / bad file and not a subhack, 2. conflict with existing normal / subhack
FIXED: player could outrun spawn triggers when lefty = 512
NIXED: take trigger spawn out of fire_maphack -- initial maphack_trigger does not seem to work on all maps

12.15.15

WIP: map hack -
DONE: updating maps from prev tech. -- mostly, ka_0 had some special forest copy stuff, blds, monsters, etc
FIXED: autofire maphack seems to destroy 6 cube triggers

12.14.15

WIP: map hack -
DONE: rotation with vector math
-- tested any angle rotate, works except ammo boxes / explodes dont position right because of off center models
DONE: new hack chunk probability test
DONE: .lefty test for random items
DONE: rebuild of x4 concept test map basic set 1 - 6

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