Rune Central

The Official Rune Quake Message Board
It is currently Fri Mar 29, 2024 10:46 am

All times are UTC - 5 hours [ DST ]




Post new topic Reply to topic  [ 14 posts ] 
Author Message
 Post subject: Rune Quake suggestions
PostPosted: Mon Apr 28, 2003 11:51 am 
Offline
User avatar

Joined: Tue Mar 11, 2003 5:43 pm
Posts: 239
Location: North Carolina
Easy to upgrade to current version of Rune Quake:

You said on your Todo page "- add popular "fun" rune variants to make it easier for upgrades?"

Could you also devise custom files to place custom new runes that are added? That is make it simple as coping 3 files over to add a new runes when upgrading. 1 file would be like second func.qc, only for the custom functions, 1 would be for the rune specifics (Rune activates, rune things, sprints, descriptions.. etc) and then the last one wouldn't be a file you include, but a directoy where we store the custom files in a directory (IE. fiendachu.qc, sniper.qc)

Basically they would be like a template that you never update in releases, a part of the mod that can remain constant without worry of going through all the code and making changes again.

If you did something like this people could start making tutorials for adding new runes making it simple as altering a few changes to the code for rune specific traits, adding the descriptions/actions and dropping the file into the runes directory (and adding it to progs.src, naturally).

Support of other player models:

I found a way to turn the player into a different model with ease (simple as typing morph (self, "progs/shamblers.mdl"); keep in mind animation is another issue). It doesn't require much extra code and can be used to turn players into monsters or who knows what. I've coded an example of this developers feature into 0.8 and will send it to you for inspection if you're interested.


I'm sure many other coders like Painkiller and Dreadful will find these useful and time saving, and maybe allow other's interest to spark in developing. It will also help prevent spinoff mods (Due to the fact that some people make so many changes to RQ that they can't upgrade to versions after the version they used IE. Rune Quake Advanced which is changed so much internally that it would take months to upgrade it to a version like 0.8.)


Top
 Profile  
Reply with quote  
 Post subject: Re: Rune Quake suggestions
PostPosted: Mon Apr 28, 2003 4:09 pm 
Offline
Site Admin
User avatar

Joined: Fri Mar 07, 2003 7:41 pm
Posts: 1255
Location: New Jersey, USA
Mr Wi-Fi wrote:
I'm sure many other coders like Painkiller and Dreadful will find these useful and time saving, and maybe allow other's interest to spark in developing.


I think the easiest solution is for me to release the Rune Quake CVS repository.

Mr Wi-Fi wrote:
It will also help prevent spinoff mods (Due to the fact that some people make so many changes to RQ that they can't upgrade to versions after the version they used IE.


With CVS, you can branch off the code and selectively merge in my changes.

In the meantime, if you're note familiar with it, check out CVS.

http://www.cvshome.org/

Thanks,

_________________
Slot Zero
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: Rune Quake suggestions
PostPosted: Wed Apr 30, 2003 3:56 pm 
Offline
Site Admin
User avatar

Joined: Fri Mar 07, 2003 7:41 pm
Posts: 1255
Location: New Jersey, USA
Mr Wi-Fi wrote:
I found a way to turn the player into a different model with ease [...] I've coded an example of this developers feature into 0.8 and will send it to you for inspection if you're interested.


Sure, feel free to send me anything you think is cool or worthy of investigation.

Thanks,

_________________
Slot Zero
Image


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Thu May 01, 2003 11:17 pm 
Offline
QUIT: March 06, 2006

Joined: Sat Mar 08, 2003 11:55 am
Posts: 231
I'd like to see the ability to turn into monsters added to Rune Quake and the modified versions. Don't believe it has been released yet, but I've seen it on the old Beatdown and TQ servers.

Think it adds something fresh to the mod and can be done without harming the balance of the game. Only change I would suggest is to eliminate monsters from having the ability to pick up runes since you gain some "powers" as a monster.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Fri May 09, 2003 8:33 pm 
Offline
QUIT: March 06, 2006

Joined: Sat Mar 08, 2003 11:55 am
Posts: 231
Well I sort of got my wish. Seems IEEE coded the ability to spawn the server bots as monsters and Chuck recently came across that section of the code.

SINGED is now featuring monster bots! Each time they spawn they are a different monster. All monsters are enabled, Shambler, Chthon, Zombie, Hell Knight, Solider, Tar baby, etc. Sort of looks like a freak show in there, hehe.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat May 10, 2003 12:01 pm 
Offline
User avatar

Joined: Tue Mar 11, 2003 5:43 pm
Posts: 239
Location: North Carolina
lol, now that's something I'm going to enjoy. I like having the bots as monster because 1. It's cool looking. 2. You can tell which are the bots when a human is in the game.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat May 10, 2003 1:33 pm 
Offline
QUIT: March 06, 2006

Joined: Sat Mar 08, 2003 11:55 am
Posts: 231
Some of the monsters are too funny. The fish, tarbaby and Chthon come to mind.

Chthon Killa


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat May 10, 2003 1:39 pm 
Offline
User avatar

Joined: Mon Mar 10, 2003 12:41 pm
Posts: 116
Yea, the fish are hilarious!


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat May 10, 2003 1:40 pm 
Offline
QUIT: March 06, 2006

Joined: Sat Mar 08, 2003 11:55 am
Posts: 231
Tar baby cracks me up the most... nothing like a little blue plug chasing you firing rocks, :shock: .


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sat May 10, 2003 7:22 pm 
Offline
User avatar

Joined: Tue Mar 11, 2003 5:43 pm
Posts: 239
Location: North Carolina
I like the dogs, I swore one stopped to pee on me after killing me, but it was just chatting.


Top
 Profile  
Reply with quote  
 Post subject: that sounds cool
PostPosted: Thu Jun 05, 2003 8:29 am 
Offline

Joined: Thu Mar 13, 2003 10:32 am
Posts: 9
what server is it where you can spawn as a monster? that sounds fun what's the IP?

_________________
/======================\
"I am god, i just don't act like me!"
------------The God Kyra------------
\======================/


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Jun 30, 2003 7:45 pm 
Offline
User avatar

Joined: Tue Mar 11, 2003 5:43 pm
Posts: 239
Location: North Carolina
Well quake.widomaker.com lets you become the monsters either by using a rune or finding a monster powerup.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Tue Jul 01, 2003 3:03 am 
Offline

Joined: Sat Mar 15, 2003 11:43 pm
Posts: 37
I have a suggestion: Make the Shub Hat rune protect against Rain. A big old hat like that should keep you nice and dry.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Wed Jul 02, 2003 7:26 pm 
Offline
User avatar

Joined: Tue Mar 11, 2003 5:43 pm
Posts: 239
Location: North Carolina
Not a bad idea if only people would hold onto Shub-hat. I've been thinking about improving on the rune's idea a bit, it'll need a new name tho so people with the "drop it soon as I pick it up" mindset will have to look at it.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 14 posts ] 

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 49 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group