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Topic: [GENERAL] Discuss your mod ideas |
| Lacutis~rb |
General Member Since: Dec 23, 2006 Posts: 105 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Tuesday, Sep. 3, 2002 10:34 pm |
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Wow, really interesting stuff. I'll post some about Jolly Roger either later tonight or tommorow. Maybe Seriously Dirty also since I messed with the physics with that also. |
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| Hellchick~rb |
General Member Since: Dec 23, 2006 Posts: 39 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Thursday, Sep. 5, 2002 04:03 pm |
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I'll post a bit about what I'm working on.
I'm working on a mod with Pappy-R (from PlanetQuake/PlanetWolfenstein) -- the mod is actually for SoF2. I'll be working on the maps for it. I won't mention much from that since it's really someone else's idea, but I WILL talk about the mod I'm working on alone...
To get back into programming (something I used to do in my pre-game-industry life), I've decided to make a simple Quake III Arena mod (which I could then port to other games if I make it work in Q3A). The premise is simple:
The tentative name is "Nuked". There are three items on the map -- each item is one piece to a really, REALLY big weapon. Think the Kamikaze from Team Arena (in fact, I'll be using that code as a crutch to create the new weapon, since the TA code is included with the Q3A source). In order to use the weapon, the player must gather and hold all three pieces. Once the player has them, he cannot use any other weapon until he fires the now-assembled nuke. The items will randomly spawn on the map once, and once a player holding any of the pieces die they won't drop -- instead they'll spawn randomly again. The nuke has a huge radius of damage and once the player uses it, that's it -- it's a one-shot weapon. I haven't decided if the nuke will kill the player who uses it as well yet or not. Probably not.
Last night I started working on the code for it. Being the newbie game coder that I am, I ran into a problem right away: the game didn't like the fact that I ADDED an additional holdable item; when trying to give myself the item, the game crashed with the error "ERROR: Bad item index 52 on entity". I have no idea how to increase the number of allowed entries in the index listing in inv.h. Maybe you more experienced coders can give me a hint. In the meantime, though, I figured that I really don't need to increase the number -- in my mod, players won't be using any of the original holdable items or even the powerups, so I can simply replace those items in the inv list with my new holdable items. Once I do that, I'll need to modify things so that the player is allowed to hold three holdable items. Then of course, there's the weapon to fire when you hit use.
Any feedback on the idea will be really welcome. Again, I'm mainly doing it as a way to just get back into some coding since I miss it. But I think it could be fun. |
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| Apoxol~rb |
General Member Since: Dec 23, 2006 Posts: 2139 Last: Dec 23, 2006 [view latest posts] |
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| Apoxol~rb |
General Member Since: Dec 23, 2006 Posts: 2139 Last: Dec 23, 2006 [view latest posts] |
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| Hellchick~rb |
General Member Since: Dec 23, 2006 Posts: 39 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Thursday, Sep. 5, 2002 05:12 pm |
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| Quote (Apoxol @ Sep. 05 2002, 11:47 am) | | Basically that means your define is bigger than bg_numItems. Did you recompile game, cgame, and ui? |
I only recompiled game since that's the only place I changed anything. Was that my mistake? I looked in the game and cgame for all the statements that dealt with bg_numItems so I could see how that was calculated, but I haven't seen how to solve the problem right away yet. I figure it's got to be easy, though, I must just be missing something obvious. |
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| Apoxol~rb |
General Member Since: Dec 23, 2006 Posts: 2139 Last: Dec 23, 2006 [view latest posts] |
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| Hellchick~rb |
General Member Since: Dec 23, 2006 Posts: 39 Last: Dec 23, 2006 [view latest posts] |
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Category: General Gaming Posted: Thursday, Sep. 5, 2002 06:21 pm |
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Yeah, I tried that next...same error. Here's a more detailed explanation... (1) I added my fragment1 item to the inv.h file: (line 55) | Code Sample | #define INVENTORY_REDCUBE 48 #define INVENTORY_BLUECUBE 49 #define INVENTORY_FRAGMENT1 50
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(line 134)
| Code Sample | #define MODELINDEX_NAILGUN 49 #define MODELINDEX_PROXLAUNCHER 50 #define MODELINDEX_CHAINGUN 51
// HC: fragment1 #define MODELINDEX_FRAGMENT1 52
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(2) Added the definition to the bg_misc.c itemlist:
(line 899)
| Code Sample | . . . WP_CHAINGUN, /* precache */ "", /* sounds */ "sound/weapons/vulcan/wvulwind.wav" }, #endif
/*QUAKED holdable_fragment1 (.3 .3 1) (-16 -16 -16) (16 16 16) suspended */ { "holdable_fragment1", "sound/items/holdable.wav", { "models/powerups/holdable/fragment1.md3", "models/powerups/holdable/fragment1.md3", 0, 0}, /* icon */ "icons/fragment1", /* pickup */ "Fragment1", 60, IT_HOLDABLE, HI_FRAGMENT1, /* precache */ "", /* sounds */ "sound/items/use_holdable.wav" },
// end of list marker {NULL} };
int bg_numItems = sizeof(bg_itemlist) / sizeof(bg_itemlist[0]) - 1;
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(3) Recompiled and did a rebuild all on both cgame and game.
(4) Jumped into game. Did a /give fragment 1. Got this error:
ERROR: CG_RegisterItemVisuals: itemNum 52 out of range [0-35]
I must be missing something. Where is this range defined? Am I doing or not doing something really obvious...?
Thanks for the help so far, Apoxol! |
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| Hellchick~rb |
General Member Since: Dec 23, 2006 Posts: 39 Last: Dec 23, 2006 [view latest posts] |
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| Hellchick~rb |
General Member Since: Dec 23, 2006 Posts: 39 Last: Dec 23, 2006 [view latest posts] |
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| Lacutis~rb |
General Member Since: Dec 23, 2006 Posts: 105 Last: Dec 23, 2006 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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