Hi!

So. I have an important question. Does anyone here have experience with the 
engine code? I know that Matthew and Sabby have, of course, but they don't have 
time for AQ I think... So does anyone else have this experience? LOL
I'm asking this for two reasons. The first one is simply, that in the future 
I'd like to take all the project in hand, and to do so I'd need some help to 
understand each part of the program. For the moment, I even don't know where to 
begin from to read the engine's sources. For QuakeC it was easy, and I learned 
while reading Cara's sources. But ZQuake has been written in C, and even if I 
know that language, I absolutly don't know where to begin from, as the project 
is very very big and not documented very well...
The second reason is that I just coded a little feature for JQ. I hope it will 
be possible to include it for all the future versions (I mean also OverKill and 
standard game). This is to allow players to turn around with their arrow keys, 
just as with a mouse. Actually everybody uses the standard turning functions, 
with a defined angle. This is good, but some very hard players who use mouse, 
are almost unkillable. Or, at least, they are very hard to kill. I'll give some 
examples that I know. Take Jorik. He is a very cool player, but all the 
techniques you might use against other players can fail against him. And why? 
Simply because he can use the mouse. Antibiotik is the same, except that he is 
even better than the Jorik one, because he doesn't use a normal mouse, but a 
touch pad. I tryed this myself, and it is possible... But God it's hard! I 
really tryed to train myself, but it's too hard. So I thought that I could 
create something to do the same thing but with the arrows. O
 f course with arrows you only can control your lateral turning, but the lookup 
and lookdown functions exist. The only thing to modify about them would be the 
control we have on them. I mean, actually when you're targetting someone who is 
in the air or below you, you don't know precisely when you've got him.
So, about the keyboard. I implemented the feature, and it works. But, precisely 
when I use it in the same time as lookup or lookdown, it causes crashes. Not 
simple program errors, but just as with the Jedi Mind Trick, an engine crash. 
My idea was that this is also the cause tof the problems with this jedi mind 
trick... But the code of lookup and lookdown is in the engine, and I absolutly 
don't know the structure of that stuff. So, that's my big problem. I'd like to 
add the feature, but it causes too much bugs! * crying face * 

If someone could help me about this, it would be very cool! *smiles*

Still about this turning feature, a strange behavior appears sometimes... if 
you press the compass just after releasing your arrow key, the player continues 
turning... and I think this also does come from the engine code.
If someone wants to test this stuff, here is the config you should add (and or 
modify) to your config file:
// === turning commands ===
alias +MouseLeftTurn "impulse 93"
alias -MouseLeftTurn "impulse 95"
alias +MouseRightTurn "impulse 94"
alias -MouseRightTurn "impulse 95"
alias mt "bind LEFTARROW +MouseLeftTurn;bind RIGHTARROW +MouseRightTurn;bind 
RSHIFT kt;play toggles/on.wav;echo mouse turnings"
alias kt "bind LEFTARROW +left;bind RIGHTARROW +right;bind RSHIFT mt;play 
toggles/off.wav;echo standard keyboard turnings"
bind RSHIFT mt
setinfo TurnAngle 9.5 // default for this in the source is 7 degrees, try 
different values to your convenence
// =======================

The sources are as always, at aq.krisspace.net . Take the package of today.

Take care,
Christoff
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