|
Post by knightmare on Jul 26, 2021 3:03:54 GMT -5
I've got another test build out: bitbucket.org/Knightmare66/kmquake2_stable/downloads/Changes since last build: Added Awakening 2 game DLL Added automatic detection of server protocol Added option to launch dedicated server from start server menu Removed legacy single-texture 2-pass surface rendering- GL_ARB_multitexture support is now required Added borderless window support Added multiple font cvars for console/menu/HUD Added displayed values for sliders in menus Added new Tactician Gunner to the missonpack DLL Added new monster muzzleflashes for the Xatrix and LMSP soldiers in the missionpack DLL Fixed shootable func_door_secrets not opening
|
|
mikem
Quake 2 Mapping Club
Posts: 337
|
Post by mikem on Jul 26, 2021 13:18:46 GMT -5
Thanks knighmare. I will try it out.
|
|
|
Post by grieve[Q2C] on Jul 27, 2021 9:53:57 GMT -5
yep, me too ....
|
|
|
Post by nephatrine on Aug 1, 2021 17:49:51 GMT -5
It's working great for me so far, though I haven't tried playing Awaken2 with it.
|
|
|
Post by Guggenheim on Aug 2, 2021 7:51:58 GMT -5
It's working great for me so far, though I haven't tried playing Awaken2 with it.
What is Awaken2?
|
|
|
Post by grieve[Q2C] on Aug 2, 2021 9:09:22 GMT -5
a weapon mod, like chaos DM, with crazy weapons and a built - in bot. here is a video which shows the gameplay ....
of course it can be found on our file server:
|
|
|
Post by knightmare on Aug 3, 2021 1:44:03 GMT -5
One thing I forgot to add is that the network protocol version will change for the next test build. I fixed an old protocol bug in how extended HUD stats were sent to the client.
Don't bother setting up a network server or recording any demos with this build, as those will break.
|
|
|
Post by Guggenheim on Aug 6, 2021 13:14:47 GMT -5
Hello once again, Knightmare! Found an interesting bug: the crucified insane runs away from grenade.
And also I wanna make a couple suggestions if you don't mind. I think there should be a couple of useful developer commands: 1) To stop the time (like the stasis generator do) for all entities. 2) To make monsters forget about player even when they already angry. This will be extremely useful when testing hint_paths etc.
|
|
|
Post by knightmare on Aug 6, 2021 13:29:36 GMT -5
LOL, I knew that Lazarus grenade avoidance code was buggy! Gunners will sometimes get stuck running in place and forget to attack the player when avoiding their own grenades. I may have to just remove it, as it's pretty hacky.
I can take a look at adding those commands.
|
|
|
Post by Guggenheim on Aug 6, 2021 15:09:14 GMT -5
BTW, can you share entities.def with MP support? I've lost it.
|
|
|
Post by knightmare on Aug 6, 2021 16:24:08 GMT -5
It's in the .zip for the last 32-bit nightly build under missionpack/.
|
|
|
Post by Guggenheim on Aug 6, 2021 17:41:24 GMT -5
I really love that tactician gunner. He's kinda a badass. I had a training battle with him and discovered that he's a bit buggy.
If player stands close enough to him, his ETF Rifle do no damage, so you should adjust the origin of firing:
Besides, I noticed, that he uses prox mines reluctantly, so the ETF rifle seems to be more preferable. But what's really cool, that he destroys mines on his way when he needs to chase the player. Or it just seemed to me?
And I suggest to add more features for modders by making his weapons adjustable: just add new parameter which responds for his weapon. For example, the two numbers: one for primary weapon (good old machinegun, ETF rifle, yellow hyperblaster, green hyperblaster), the other for secondary (GL, prox launcher, maybe RL?).
|
|
|
Post by knightmare on Aug 6, 2021 18:57:50 GMT -5
I found there's already a "freeze" command when developer is set to 1, but it only works once for 30 seconds. I can make it usable multiple times, and the 30 second duration can be changed with the cvar sk_stasis_time. There's also a "hint_test" command in the default Lazarus DLL that makes monsters forget the player. I can try to integrate this into the missionpack DLL. The tactician gunner is unfinished- that skin is temporary, it was originally the Elite Gunner from Andrea Rosa's Citadel mod. I'm looking for someone to make a permanent skin similar to what Rogue did with the Medic Commander and Daedalus. I'd also be interested in a set of altered or new sounds, kind of like the Medic Commander and Daedalus. Adjusting the gunner's firing origin could cause ugly bugs with animation or just look glitchy. The flechettes fire from the same point where the muzzleflash is. The prox mine use is less frequent than grenades for the regular gunner because firing is checked for an ability to reach the player with prox mines. He won't fire if he can't hit your position with them, and prox mines are much larger clipping-wise than grenades. I've also been adding and tweaking close-range safety checks so he won't self-damage with prox mines. So prox use will become a bit less frequent in the next build. BTW, that mine destroying behavior took quite a while to get working. It's partially derived from the Rogue AI's tesla mine handling. I won't add changeable weapon modes, as those effects require adding muzzleflashes in the client for each firing frame- not a trivial matter. EDIT: I tried adding a "resettargets" command to make all monsters forget about the player, and it crashes with no call stack EDIT again: got it working now. Was checking the wrong field for SVF_MONSTER.
|
|
|
Post by Guggenheim on Aug 8, 2021 23:59:44 GMT -5
Probably this skin for that dude would be butter. In citadel his gun looked weird, so I took old gunner's gun and just recolored to green in Wally.
tact_pain.pcx (35.5 KB)
|
|
|
Post by Guggenheim on Aug 9, 2021 0:02:34 GMT -5
BTW, you won't fix that thing with firing at close range? It's a real exploit - player can come close to gunner and easily kill him staying harmless.
|
|