ASk Posted June 8, 2002 Share Posted June 8, 2002 I managed to make stun baton alt-fire act as a grapple in quake Thx to Cobra and Vesentac for their support (this one was not based on your code tho ) i now fix the last bugs: grapple not being able to release - found the source, fixing unknown even on death - hopefully fixed trail drawing - hopefully fixed Link to comment Share on other sites More sharing options...
Tchouky Posted June 8, 2002 Share Posted June 8, 2002 that s good news ! will you release the source too ? that 'd be great ! Link to comment Share on other sites More sharing options...
ASk Posted June 8, 2002 Author Share Posted June 8, 2002 well, cobra helped me on this one a bit, so if he wants to, i will be glad to release the source i get now unknown trType error on client death and also unknown events and it wont add me to player list as well as auto spawn at the map start Link to comment Share on other sites More sharing options...
ASk Posted June 8, 2002 Author Share Posted June 8, 2002 UPDATE: Grapple grapples onto wall and releases I still get the bugs: - unknown trType on player death - unknown Event sometimes - Player does not show in list - Player does not autospawn Link to comment Share on other sites More sharing options...
ASk Posted June 8, 2002 Author Share Posted June 8, 2002 welll vesentac, cobra..i uploaded the code to http://www.darklordofsith.net/ask/grapplecode.zip all mod addings are labeled by =====grapplemod====== try to see what is the cause of the constant errors, because i have no idea. Link to comment Share on other sites More sharing options...
striderx2048 Posted June 9, 2002 Share Posted June 9, 2002 i hope you add an option for offhand grapple Link to comment Share on other sites More sharing options...
Vesentac Posted June 9, 2002 Share Posted June 9, 2002 Ok ask, I got the source from Normal.. Your additions in the client code confirmed my suspicions. I commented out all the WD_emplaced_gun code but it didnt work. That's when I suspected missing something in the client code. Cobra and I were trying to aim for a server side only release but he did not finalize the cgame source.. when Cobra is back, I'll try and guide him through the process. Link to comment Share on other sites More sharing options...
DiscoFever Posted June 9, 2002 Share Posted June 9, 2002 EXCELLENT! I can't wait to try this out! Link to comment Share on other sites More sharing options...
DarthCobra Posted June 9, 2002 Share Posted June 9, 2002 Should have just added this to other tread I got the source i guess.. about to look at it .. lemme know how its going .... Link to comment Share on other sites More sharing options...
ASk Posted June 9, 2002 Author Share Posted June 9, 2002 i didnt find your thread *shrug* something is definitely missing.....adding the bots crashes the game as well, i just dont know what could cause it, the only things that were added are the missile hadling of grapple and the firing code for server side and a grapple release code for client side (also there are some effect drawing functions, but commenting them does not fix anything) Link to comment Share on other sites More sharing options...
ASk Posted June 9, 2002 Author Share Posted June 9, 2002 the problem was the added variable in playerstate_t struct (defined in q_shared.h, and better not to be changed) so now i am thinking of how to transmit the data to client, as it uses pmove_t struct for movement and this does not help - no reference to using entity Link to comment Share on other sites More sharing options...
Vesentac Posted June 9, 2002 Share Posted June 9, 2002 ASk, god damn it.. has to be a way... EDIT======================================== I need to go to sleep.. but perhaps this can give us some insight. It's the premise that interests me. But we need to stick a vect3 in the PS.. not grab existing data and modify it another place the code..... I'm gonna have to hunt down some Raven Personnel Link to comment Share on other sites More sharing options...
DarthCobra Posted June 9, 2002 Share Posted June 9, 2002 Well i just compiled, and its seems to work until it crashes.. S_RegisterSound: empty name Im sure that cant be that big a deal but im sure theres more too it.. Was fun to grapple around a little though. Link to comment Share on other sites More sharing options...
ASk Posted June 9, 2002 Author Share Posted June 9, 2002 for the s_registersound try seeing weaponinit.c but the main bugs are crawling all over the place Link to comment Share on other sites More sharing options...
Vesentac Posted June 9, 2002 Share Posted June 9, 2002 Well we could shoot down the hook as a "weapon". Why not go for the Offhand grapple hook ? But we still need that damn vect!!! Link to comment Share on other sites More sharing options...
ASk Posted June 9, 2002 Author Share Posted June 9, 2002 well, as you can see: Since no modifications to playerstate have actually resulted in a stable game (From Code3Arena) I am out of ideas, and i doubt that the method they use for reloading will work in this case... Link to comment Share on other sites More sharing options...
Vesentac Posted June 9, 2002 Share Posted June 9, 2002 Ok ok ok... I've been racking my brain on this.. In JK2, lastHitLoc = to our grapple vect in q3 So maybe if we can manipulate how lastHitLoc works.. we can use those coords to where we want the hook to be. i did a search, only 6 occurances of lastHitLoc. All were VectorCopies, 3 of which copied lastHitLoc to origin2. the other 2 dealt specifically with the disruptor disintigration. Last occurence is the definition. EDIT============================= Ok 1st Vector Copy is for BG_PlayerStateToEntityState This is done after each set of usercmd_t on the server, and after local prediction on the client 2nd Vector Copy is for BG_PlayerStateToEntityStateExtraPolate This is done after each set of usercmd_t on the server, and after local prediction on the client. 3rd Vectorcopy is for CopyToBodyQue A player is respawning, so make an entity that looks just like the existing corpse to leave behind. Other 2 are disintegration effects like it matters. Last is definition. Good Luck Ask. and if it works.. get the offhand Hook code going because I am burnt. If this doesnt work, I really am going to look for Raven programmers. Link to comment Share on other sites More sharing options...
ASk Posted June 9, 2002 Author Share Posted June 9, 2002 from what i see, lasthitloc is used to determine the last location that the player was hit in, not the last location of any hit... however, it's used only in 3 places in code, one of which is called only when you fire the disruptor (to make the disintegrating effect from the hit location) so, we might be able to use it "temporarily" EDIT: oh bah...didnt see you writed the same thing i compile the code now....lets hope it works Link to comment Share on other sites More sharing options...
ASk Posted June 9, 2002 Author Share Posted June 9, 2002 it worked!!!!!!! however i do use a very crude method (not backing it up or something). i figure out that if something hits the player mid-flight. he will stop in his place....think of it as another tactic now we need a model for the grapple itself...i'm sure that soemone with good modelling skills or with Quake can supply us with it thx a lot to Vesentac and Cobra as well Link to comment Share on other sites More sharing options...
Vesentac Posted June 9, 2002 Share Posted June 9, 2002 Great!!! :cool: Now I go to bed for the remaining last 3 hrs of sleep I have.. Get that offhand code going!! :) :) Who's your daddy!!??? J/k :D Link to comment Share on other sites More sharing options...
ASk Posted June 9, 2002 Author Share Posted June 9, 2002 the offhand grapple is done (at least the grappling effect, no model for grapple/rope yet as i dont have quake where i could take these models from) the grapple firing button is USE (not the USE ITEM, but USE, defaults to 'E') from what i understood here's the process of firing grapple: - press USE till the grapple attaches - while holding use, grapple pulls - on release, you stop being pulled - tap USE to remove the grapple from it's point - Now you can repeat the whole process once again Consider this a beta, as some used variables may break the game some day (or they already do, but we are not noticing ) in about 5 minutes i will upload the pk3 file. the source will be uploaded later in the day Link to comment Share on other sites More sharing options...
Tchouky Posted June 9, 2002 Share Posted June 9, 2002 sweet !! btw i own quake 3 and i ll look for the grapling hook models ,sounds and textures if you want me to ! Link to comment Share on other sites More sharing options...
ASk Posted June 9, 2002 Author Share Posted June 9, 2002 http://www.darklordofsith.net/ask/grapple.zip the source i will upload in about 5-6 hours, the above file is the pk3+readme enjoy Link to comment Share on other sites More sharing options...
Tchouky Posted June 9, 2002 Share Posted June 9, 2002 it s awesome !! it really works great ! good job ! Link to comment Share on other sites More sharing options...
Vesentac Posted June 9, 2002 Share Posted June 9, 2002 Originally posted by ASk the offhand grapple is done (at least the grappling effect, no model for grapple/rope yet as i dont have quake where i could take these models from) This can easily be solved based upon the CGtrail and a current shader. the grapple firing button is USE (not the USE ITEM, but USE, defaults to 'E') from what i understood here's the process of firing grapple: - press USE till the grapple attaches - while holding use, grapple pulls - on release, you stop being pulled - tap USE to remove the grapple from it's point - Now you can repeat the whole process once again [/b] "tap USE to remove the grapple from it's point" this doesnt sound right, you probably need to chek HookFree(). I'll hook up with the code later Link to comment Share on other sites More sharing options...
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