my q3 mod

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my q3 mod

Postby bludshot » Thu Apr 29, 2010 2:13 am

Hi, I dropped by irc and they suggested I should post here. I wanted to let you guys know about a q3 mod I'm doing as it has some features that are similar to code43, so perhaps you could benefit from bits of our code. (I don't know, it depends how leet you are at coding I guess :p ) We have stuff like weapon firing modes, and (if we can ever figure out how to do it,) ledge climbing.

You can check it out here: https://sourceforge.net/projects/alturt/

Also, as I'm coding, I find there's very few people to talk to about q3 mod coding these days. So I'd love to meet other coders.
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Re: my q3 mod

Postby Marty » Thu Apr 29, 2010 11:22 am

hey so dekki came back at 02:26 and answered your question

02:26 < dekki> wrote:Martyy: if [T]BludShoT returns then tell him he does not
change the jump high, but instead the JUMP_VELOCITY this is
by how much speed the player move upwards when jumping. He
then looses speed to gravity and then start falling down.
He can find it in bg_local.h


But they will probably reply in this topic as well ;)
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Re: my q3 mod

Postby bludshot » Thu Apr 29, 2010 9:02 pm

Yeah thanks. I did manage to figure it out yesterday :) . Normally it would have been plain as day, but our code had already been changed a bit with some Tremulous code. Pretty much a case of the left hand not knowing what the right hand is doing. So then when I went into to fix this issue, the code was a lot less obvious (pretty much because JUMP_VELOCITY no longer did anything, and appeared to be a brand new thing my fellow coder had added but not yet implemented, since it was not used anywhere. Then, where it was supposed to be used there was a hard coded value heh. So it just took me a lot longer to put the pieces together and see that was what I was supposed to do.


Although, on the topic of jump velocity, I now have a weird issue - albeit an unimportant one. Today I have been adjusting the various player speeds, and my goal is to match all the player speeds in alturt (my mod) with urt. I coded a speedometer in alturt so I could compare the speeds.

The funny thing is, I increased JUMP_VELOCITY to 364 yesterday and now the player can jump as high as he is supposed to. But in urt when you jump straight up (to the same height that velocity 364 lets me jump to in alturt) the XYZ speedometer says 264. Nothing wrong with that number, but in my mod when you jump straight up it says 321! Even though both players jump to the same height :p I presume lowering the JUMP_VELOCITY would adjust my 321 to match urt's 264 - but, that would then make my player no longer able to jump as high as the urt player. Very weird :p

Btw I am judging how high the players can jump based on how high of box they can jump onto. So.. I dunno, maybe Urt has some sort of grace value to still let a player get up or something. I have no idea.

Anyhow this isn't important, just thought I'd talk about a mysterious and potentially interesting coding thing.
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Re: my q3 mod

Postby dekki » Fri Apr 30, 2010 6:36 am

urt probably has a lower value for gravity and can therefore jump up at a lower speed and still get as high.
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Re: my q3 mod

Postby JWB » Sun May 02, 2010 4:22 am

bludshot wrote:Also, as I'm coding, I find there's very few people to talk to about q3 mod coding these days. So I'd love to meet other coders.

You'll be quite pleased to learn about #ioquake3 on irc.freenode.net (same IRCd as us), then.

Also, don't forget to play with all the cvars in base/code/game/g_main.c
For example: g_speed and g_gravity (actually set with a symbolic constant DEFAULT_GRAVITY_STRING).
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