12/27/2023 0 Comments Quake shambler cute![]() entity field, that way the projectile can still be tied to the player who launched them (for gaining frags and proper obituary messages and what not). I then store the player as the projectile's old owner via a new. I usually code a recursive think function for fired projectiles that will assign ownership to the world a small amount of time after a player fires them, to ensure that they won't explode on them upon launch. owner? I have noticed that for fired rockets and grenades to contact the player who fired them, their ownership had to be assigned to world. origin is special in that proper use of it causes projectiles to NOT hit the owning player's bbox as soon as its fired.)When you said. Maybe one of you engine guys knows the connection. Too lazy to dig through the engine source. ![]() owner is referenced somewhere in the engine C code. So instead of the bolt being the shambler's 'self.owner', it is now his 'self.bolt'. entity bolt and assigned the model to it. After a lot of testing, I discovered that this was the cause of the projectiles intermitently passing through him. This is in the interest of tracking the bolt across the Shambler's animation frame functions and changing the bolt's frame as well. Turns out that in the shambler's QC file, the bolt of lightning model that spawns overhead when he's casting his magic attack is assigned his. I tested this on QuakeSpasm and ProQuake with the same results, so I deduced this wasn't strictly an engine thing having to do with entity size or whatever. Ever notice how every now and then, seemingly at random, a rocket (or nail) will pass right through him? I actually never noticed this till tonight. Go start up Quake (no mods, just id1), do impulse 9, equip the rocket launcher, and find a Shambler. Interesting Bug #1: Projectiles pass through Shambler This is in the interest of two things:ġ) Fully understand EVERY aspect of the gamecode in EVERY regardĢ) Provide a clean, bug-free, OCD-level organized package of source code to start projects from.Īll deviations from the original code, including improvements, alterations, and bugfixes, are being logged.Īnyways, I've found a few bugs that to my knowledge have not been documented anywhere, so I thought I'd share my findings and my method of correction. the amq uses other models that are NOT in quake enhanced.Thank you, I'll try to keep up more with the authentic remake projects.A little side project of mine right now is digging through every line of id Software's code in progs 1.06 and cleaning up, re-organizing, and fixing any bugs. This would be the best place to get my new models from, not the AMQ. Ive already done the new knight head here: Thats designed for the luneran knight model. Now I think of it the h_knight is wrong too. Why not use the one I made that's actually designed to match the new shambler model attached below: Its designed to go with skiffy's shambler and as such does not match at all. Sock - soldier head - (osjc player head skin), ogrehead base (osjc alterations to include new ogre face details)Īlso the shambler head you've chosen is a poor match for the new monster model. Must also mention that chillo, luneran, skiffy, sock and capnbubs are also in dire need of a creditation here.
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