Actually, the wall scrape code--at least for the original game, is in hooks.qc. If I can get this mod working well enough, we'll be able to play eppisodes at last--which would be awesome. One more question I had, by the way, I don't think I posted last time but... Each each sound burst, everything in the player's view is sounded--doors, walls, slopes and the like. I'm wondering if we could spread the sounds so they don't come all at once so that each wall, slope, and so on can be individually localized. Thanks for all your work on the Star Wars mod by the way--love it. Ken
----- Original Message ----- From: "Cara Quinn" <[email protected]> To: "AGRIP User and Developer discussion list" <[email protected]> Sent: Monday, January 12, 2009 9:13 PM Subject: Re: [AGRIP-discuss] modding questions Ken, cool beans on your work so far! I'll spend a little time this week looking over my own code / the AGRIP code to refamiliarize myself but I believe the wall scrape code is in that same file where you modded the slope sounds?… This is just a guess, and as I said, I'll have a look this week. Have a great evening!… Smiles, Cara :) On Jan 12, 2009, at 7:38 AM, Ken wrote: > Hello all, > I'm working on a new mod for Quake--actually I hope it will be taken > as a > new foundational version so to speak. First, the mod has the up and > down > slopes, like in Kara's mod. It also will come with some new wall > scraping, > warning and touch sounds. I need to know how to make the wall > scrape sound > come from the direction of the scrape. I assigned it to self.owner > instead > of self, but I got the haven't assign sound to client message. I've > only > been doing this for about three days, so please forgive if this > should be > obvious. Also, I'd like to have the snap mod as in Kara's game so I > can use > the mouse and be able to snap back to the normal directions easily. > I've > actually gotten pretty good with the mouse and, with the flick of > the wrist, > can turn 180 degrees although I also have bound the 180 degree turn > to the > enter key, but that snap to cardinal degrees would be great. Also, > as I > mentioned ages ago, (before my brother broke my last computer,) I > bound the > shift key to a +KeyChanger alias which, amongst other things, > centers the > view when shooting and makes mouse2 back you up instead of moving you > forward. I'll be putting that file in with the mod. I would also > eventually like to change the way the detection sounds are played-- > playing > them consecutively or randomly within a given time instead of having > their > times start all at once. That way, if you're touching two walls, > you can > hear exactly where they are. > Already, with this mod in place as it is so far, I zoomed through > castle of > the damned in less than five minutes--without hitting the secret > areas, but > that's still excellent for me since I usually get lost and wander > through it > for hours without getting anywhere. > I don't intend anything complex here--just some simple mods to make > vanilla > quake more accessible--though I think a capture the flag game is in > order > if I can learn Quake C. > Thanks in advance for the help. > Ken Downey > DreamTechInteractive > > ----- Original Message ----- > From: "Matthew Tylee Atkinson" <[email protected]> > To: "AGRIP User and Developer discussion list" > <[email protected]> > Sent: Sunday, December 14, 2008 12:49 PM > Subject: [AGRIP-discuss] Request for your LDL files > > >> Some of you said that you had made some levels with LDL; I would >> really appreciate it if you could email me the XML files you have >> written so that I might be able to use them in a demonstration of >> LDL. If you are OK with this, please send me the maps you make. I >> would like to ask again closer to the time that I will need to >> demonstrate LDL (March) but as the list is busy now I thought I'd ask >> if anyone has any maps already. >> >> Over the Christmas holidays, if I"m lucky, I hope to get some time to >> implement water in LDL. I will at least try to fix any bugs you have >> found -- if you report them :-). The best way to report bugs would >> be >> to go to https://launchpad.net/ldl and use the "report a bug" option. >> There is also an option for you to ask a question if you're having >> problems and, finally, you could register a blueprint (improvement >> request) by visiting https://blueprints.launchpad.net/ldl/+addspec . >> >> All this business of links has made me think... should I make a page >> on agrip.org.uk that gives direct links to the pages of interest on >> Launchpad -- i.e. the page that lets you report a bug, ask a question >> and make a blueprint for each AGRIP project/ It might save you some >> navigation time (even though we picked Launchpad because it was >> relatively accessible). >> >> best regards, >> >> >> -- >> Matthew Tylee Atkinson >> http://mta.agrip.org.uk/ >> _______________________________________________ >> AGRIP-discuss mailing list >> [email protected] >> http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss > > _______________________________________________ > AGRIP-discuss mailing list > [email protected] > http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn _______________________________________________ AGRIP-discuss mailing list [email protected] http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss _______________________________________________ AGRIP-discuss mailing list [email protected] http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
