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Post by knightmare on Aug 25, 2021 4:45:42 GMT -5
I've got yet another test build out: bitbucket.org/Knightmare66/kmquake2_stable/downloads/Changes since last build: Added r_mode_desktop cvar to force borderless window mode to desktop resolution Added new graphics for text field, text box, and slider menu controls Improved mouse interaction for slider menu control New network protocol version to fix an old bug (this is not final, changes may still be made, so don't go recording demos or setting up a KMQ2 server) Improvements, bug fixes, and new skin for Tactician Gunner in missionpack DLL Added ContactGrenade (32) spawnflag to Gunner to set contact grenades in default Lazaurus and missionpack DLLs Added powerarmortype entity field to default Lazaus DLL (setting to 1 sets power screen instead of power shield) Added support for blood_type value of 4 to default Lazaurus and missionpack DLLs Added support for Lazarus initially dead monsters (health < 0) to missionpack DLL Added resettargets developer command to default Lazarus and missionpack DLLs Added hint_test developer command to missionpack DLL Fixed crash vulnerability in hint_test developer command in default Lazarus DLL Fixed freeze developer command in default Lazarus and missionpack DLLs so it can be used more than once Fixed firing player weapon while using spycam/remote turret in default Lazarus and missionpack DLLs Tweaks to Zaero pushable crates and exploding barrels in missionpack DLL Fixed pain skins not showing for soldiers at half health in Zaero DLL EDIT: I uploaded a new build due to some bugs I fixed in the missionpack DLL (gekks not jumping out of water, glitched soldier sounds after changing mp_monster_replace cvar and loading a save).
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Post by Guggenheim on Aug 26, 2021 14:42:45 GMT -5
Well, a new release! I'll try it. Do missionpack and Zaero use different DLLs? I've seen in Andrea Rosa's Citadel usage of items from both - at least, there was sentien, that laser-gun dude with red eyes.
BTW, do you plan to make something for bots support? As I remember, you mentioned something about it.
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Post by Guggenheim on Aug 26, 2021 14:50:59 GMT -5
In previous topic I mentioned a bug: when melee enemy is on some high place (crate or platform etc.), it can't jump down and attack player, staying helpless! I even recorded it on video (I made it non-public, as you wished) at 2:47: www.youtube.com/watch?v=vs7CzfMR8eESo when I meet berserker, I just kick his ass away. I've seen monsters' jump anims in Rogue PAK, were they ever used? P.S. Music was recorded accidentally. I just like listening to 70's soul while playing Q2.
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Post by knightmare on Aug 26, 2021 17:47:26 GMT -5
There are separate missionpack and Zaero DLLs. However, most of Zaero's code has been merged into the missionpack DLL- the monsters, items, and some of the weapons (I excluded the sniper rifle and sonic cannon because they suck). The sentien and hound have been in there for many years.
Andrea Rosa's citadel uses a slightly modified version of the missionpack DLL. It was compiled from the same source code.
The default Lazarus DLL already has ACE bot support, and there's a 3ZB2 DLL as well. And there might be a third bot ported in the near future...
I have added monster jumping support to the berserker and some other monsters since you made that video.
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Post by Guggenheim on Sept 2, 2021 13:35:56 GMT -5
I've tried it. Monsterjumps look really cool! I found some issues. Not sure, will you fix them or not, just reporting. Maybe I'll even record a video. 1) Freeze comand just activates stasis generator item, and when the time is out, you can't use it again. 2) Resettargets command really calms the enemies but they still follow you. 3) Mentioned commands works only in missionpack. 4) What does "crossh" cvar stands for? It only disturbs. For example, I want to switch crosshair on/off, and I have to type "crossha", and then press TAB. Otherwise, I would just type "cros".
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Post by pelinalcrusader on Sept 2, 2021 17:24:42 GMT -5
In previous topic I mentioned a bug: when melee enemy is on some high place (crate or platform etc.), it can't jump down and attack player, staying helpless! I even recorded it on video (I made it non-public, as you wished) at 2:47: www.youtube.com/watch?v=vs7CzfMR8eESo when I meet berserker, I just kick his ass away. I've seen monsters' jump anims in Rogue PAK, were they ever used? P.S. Music was recorded accidentally. I just like listening to 70's soul while playing Q2. About monster jump and berserkers www.youtube.com/watch?v=7aBJ0fw-43sWhich begs me to ask, how it would be to restore that behavior to tanks and supertanks? Also if i remember well tanks were supposed to Ground Pound players if they get too close, i had this fortunate chance to see that playing Q2xp 2 years ago at unit 2's tank first encounter, where one sent me flying after one and ripped half of my health and ate all of my armor.
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mikem
Quake 2 Mapping Club
Posts: 328
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Post by mikem on Sept 3, 2021 7:14:40 GMT -5
Some of those animations and attack look realy cool.
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Post by knightmare on Sept 3, 2021 22:07:44 GMT -5
I've tried it. Monsterjumps look really cool! I found some issues. Not sure, will you fix them or not, just reporting. Maybe I'll even record a video. 1) Freeze comand just activates stasis generator item, and when the time is out, you can't use it again. 2) Resettargets command really calms the enemies but they still follow you. 3) Mentioned commands works only in missionpack. 4) What does "crossh" cvar stands for? It only disturbs. For example, I want to switch crosshair on/off, and I have to type "crossha", and then press TAB. Otherwise, I would just type "cros". Because of how Lazarus implemented the stasis powerup, the freeze command can only activate it for the duration of that powerup (set by cvar sk_statis_time). So set sk_statis_time to a larger value if you want it to last longer. I did fix the bug with the freeze command only working once, so it looks like you aren't using the updated game DLLs. The commands are in both the Lazarus and missionpack DLLs. Maybe you forgot to set developer to 1? There is such a "crossh" cvar in the Lazarus and missionpack DLLs, but it appears to be unused. It will be removed in the next test version.
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Post by Guggenheim on Sept 17, 2021 4:32:27 GMT -5
Have you reduced the shotgun damage or it just seemed to me?
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Post by knightmare on Sept 17, 2021 10:22:43 GMT -5
I have no idea what you mean, I haven't touched the default values of the weapon balancing cvars. Not at least for the last few updates.
However, if you mean the missionpack DLL, the previous 0.20b3 version was very old. This is the first time I've released a new version of it in at least 10 years.
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Post by Guggenheim on Sept 17, 2021 13:10:57 GMT -5
I have no idea what you mean, I haven't touched the default values of the weapon balancing cvars. Not at least for the last few updates. However, if you mean the missionpack DLL, the previous 0.20b3 version was very old. This is the first time I've released a new version of it in at least 10 years. Well, you can google what Mandela effect is. I have a feeling that in past I could kill an Enforcer with 2 direct shotgun shots (if every pellet hit its target), or kill another player in MP.
Recently I had a tourney with my friend on Q2DM3. We found out that it takes 3 shotgun shots to kill a full-health player. I checked the shotgun cvars and they showed that shotgun fires 12 pellets each deals 4 damage. I always thought that was 6.
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Post by knightmare on Sept 17, 2021 14:06:09 GMT -5
Looking back through my archived sources, I did have the shotgun_damage cvar default as 6 instead of 4 for a long time in the missionpack DLL, but it was corrected by late 2012. So it has been quite a few years since I fixed that, I just hadn't released a newer build of it until 2 years ago.
The most likely explanation is that I copied that value from another mod without checking it against the original damage values. My merged missionpack source is a VERY old project that I started when I was a total noob at programming, and was in need of revision back then.
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macanah
Quake 2 Mapping Club
Posts: 321
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Post by macanah on Sept 24, 2021 8:51:31 GMT -5
Hi When picking up items the sound cuts out if you pick up another item straight after ----- maybe make it so the item pickup sound doesnt cut out after picking up another item straight after. bye
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Post by knightmare on Sept 24, 2021 18:00:58 GMT -5
Items use the same reserved sound channel, so only one sound can be played on that channel at a time.
Further, there are only 7 channels available, as the sound channel is sent from server to client as 3 bits packed with the entity num.
That could be expanded with a protocol change in the future, but this is not something that can be "fixed" as if it were a simple bug.
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Post by pelinalcrusader on Dec 11, 2021 19:20:27 GMT -5
Kinda late, but it would be possible to add yamagi's Aimfix into KMQ?
the widescreen gun clipping is making me insane with all ports.
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