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 Post subject: To PK and Slot
PostPosted: Fri Nov 21, 2003 1:03 pm 
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I've returned the credits to RQP and even went to greater lengths than you have to show where the runes came from. This problem was created by Dolemite's dislike of you at the time AND the fact that you didn't act on it sooner. You seemed to display that you AND PK didn't care about the credits since the ONLY time you said anything was when the issue of credits was brought up.

I'm sorry I didn't add the credits back sooner, but you didn't seem to care so who is really at fault?

I'm willing to give up all I said before and work with you however you need me, but I'm still offended by you trying to take down my site (when it was convient for you to do so) and PK making false claims that I stole Darkness and Sonar from Singe's older mod, both of which events and someone encouraging me to react (you know who you are, you little @#%# :wink: ) using that comic (Which I have taken down).

Credits have been returned, files have extensions that display where they came from (This was added BEFORE the whole credits post, so I do infact care about credits). The GPL is now included, even a copy of your original GPL is included. Coding credits have been assigned again in runes that PK borrowed from outside sources (Keep in mind it's not like I said "Oh Bob Hordy... I'll just put 'IEEE 802.11' instead" it was more like "Why is there a whole paragraph of commented text at the top making the file bigger and the code I want to see lower?"

So if the only reason you are against me was because of the credits, what now? I said I'm sorry.


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PostPosted: Fri Nov 21, 2003 1:26 pm 
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I'd still like to see Painkiller and IEEE added to the Rune Quake development team list on Rune Central. No one can deny the material contributions both have made either directly or indirectly to the mod. Of course this is only my opinion.


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PostPosted: Fri Nov 21, 2003 8:04 pm 
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Now check your e-mail. The version of Rune Quake I based RQP off of is actually 0.5.3 with updates I added myself. I also pasted the threatening e-mail you sent me as proof of your intent.


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PostPosted: Fri Nov 21, 2003 8:07 pm 
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Hey Slot, is this real?

Image

Cause, like, I didn't know you wrote the whole thing.


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PostPosted: Sat Nov 22, 2003 3:40 am 
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Mr Wi-Fi wrote:
...Cause, like, I didn't know you wrote the whole thing.


Sigh... Would you PLEASE let it go. Hasn't there been enough damage done?

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 Post subject: Re: To PK and Slot
PostPosted: Sat Nov 22, 2003 3:46 am 
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Mr Wi-Fi wrote:
... and PK making false claims that I stole Darkness and Sonar from Singe's older mod


See above post.

Mr Wi-Fi wrote:
I said I'm sorry.


Then stop already!

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PostPosted: Sat Nov 22, 2003 12:15 pm 
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Seems the only real damage done was by you PK trying to discredit me by creating lies (What honor is in that Pita?) and Slot trying to get my website shutdown when he felt offended.


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PostPosted: Sat Nov 22, 2003 2:27 pm 
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You have to remember what the word Assume breaks down to. We have no idea where the idea for those two runes came from. With people playing this game for so long.. In theory you "could" have seen that somewhere and stored it in the back of your head.. However. It "was" created by another.. With valid dates. So it would be assumed that you saw it somewhere.. stored the idea.. Unknowingly popped it into play.. That's over though. I have no idea what Slot did or didn't do.. I won't comment there as I don't have both sides.. Only one. :)


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PostPosted: Sat Nov 22, 2003 5:59 pm 
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It could also be assumed that PK still cheats, Dolemite is George Bush, Ben is Prince Charles, JL is Micheal Jordan and I'm an alien from planet BallKnob-buh.

IEEE's Darkness idea -> Nighttime mod tutorial AND later flash grenades
IEEE's Sonar idea -> the echoy sound the wizard makes sounds like sonar to me


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PostPosted: Sat Nov 22, 2003 9:26 pm 
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Image

Boom Boom Boom ... Still going!

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PostPosted: Sat Nov 22, 2003 9:30 pm 
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Mr Wi-Fi wrote:
Seems the only real damage done was by you PK trying to discredit me by creating lies...


I *really* hate being called a liar, so as I said before, I WILL defend myself.

Check out the Hampton Roads QuakeWorld mod and see if you can see a rune by the name of the "Rune of Darkness". While your there, check the readme file as to who created it and when.

Hint: It says Singed and the date says 1997.

'nuff said.

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PostPosted: Sat Nov 22, 2003 10:01 pm 
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Ah what the hell, you'll probably reply with "post the readme file" or something just as lame.

Here's the source code for the "Rune of Darkness" from the Hampton Roads Artifact QW mod. Notice how it's nearly identical to *cough* "your" code right down to the flashlight toggle?

Code:
void () Dark_off =
{
   if ((self.runetype == RN_DARK) && (self.runevar > 0))
   {
      Lights_on ();
      self.flash_flag = FALSE;
      self.flash.think = SUB_Remove;
      centerprint (self, "20 Seconds to Recharge");
   }
};

void () Dark_Think =
{
   if (self.runevar > 0)
   {
      if (self.runetime > time)
      {
         return;
      }
      Dark_off ();
      self.runevar = 0;
      self.runetime = time + 20;
      return;
   }
};

void () Rune_Dark =
{
   local string timeleft;

   if (self.runevar > 0)
   {
      if (self.flash_flag == TRUE)
      {
         self.flash_flag = FALSE;
         self.flash.think = SUB_Remove;
      }
      else
      {
         if (self.flash_flag == FALSE)
         {
            self.flash_flag = TRUE;
            flash_on ();
         }
      }
   }
   if (self.runevar < 1)
   {
      if (self.runetime > time)
      {
         centerprint (self, "Light Absorbers Recharging.");
         timeleft = ftos (self.runetime - time);
         sprint (self, PRINT_HIGH, timeleft);
         sprint (self, PRINT_HIGH, " seconds to recharge\n");
         return;
      }
      sound (self, CHAN_BODY, "misc/secret.wav", 1, ATTN_NORM);
      self.runevar = 1;
      centerprint (self, "20 Seconds of Darkness");
      self.runetime = time + 20;
      Lights_off ();
      if (self.flash_flag == FALSE)
      {
         self.flash_flag = TRUE;
         flash_on ();
      }
      return;
   }
};

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PostPosted: Sun Nov 23, 2003 12:27 am 
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That would be because the flash light code came from a flash light tutorial and this rune totally works differently than mine, but it has a similar features.

Now let me ask you this question Dr. Genius, if you had a rune that made it dark WHAT WOULD YOU CALL IT?

The Rune of Not-So-Bright?
The Rune of Night-time?
The Rune of ???

You may not be a liar, it sounds like a case of not thinking it through.


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PostPosted: Sun Nov 23, 2003 12:31 am 
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Here is the entire Beatdown Alley code, which must be the code you're talking about since I don't use the flashlight in RQP.

This rune was created using the Nighttime Tutorial, the Flare tutorial and the Flashlight tutorial.

Code:
void ()
Rune_LightsActivate =
{

local entity head;


   local entity flare;

   flare = spawn ();
   flare.owner = self;
   flare.effects = flare.effects | EF_BRIGHTLIGHT;
   flare.movetype = MOVETYPE_TOSS;
//MOVETYPE_NONE;
   flare.solid = SOLID_NOT;
   flare.touch = SUB_Null;
   flare.classname = "flareX";
   flare.think = SUB_Remove;
   flare.nextthink = time + 2;         //Duration of Effect. Change as suits.
   setmodel (flare, "progs/flame.mdl");
   setsize (flare, VEC_ORIGIN, VEC_ORIGIN);      
   setorigin (flare, self.origin);
   flare.origin = flare.origin + '0 0 10';
   flare.velocity = aim (self, 10000);
   flare.velocity = flare.velocity * 800;


};


void ()
Rune_Lights =
{

if (!self.runevar)
   {
   local entity head;
   head = findradius(self.origin, 10000);
   while (head)
      {
      if (head.classname == "player")
         {
         stuffcmd (head, "r_dynamic 1\n");
         if (head.runetype == RN_LIGHTS && head != self)
            {
            self.impulse = 98;
            return;
            }
         else if (!head.runetype)
            head.runetype = RN_FLASH;
         }
      head = head.chain;
      }
   
   lightstyle (0, "b");
   lightstyle (1, "e");
   lightstyle (2, "e");
   lightstyle (3, "e");
   lightstyle (4, "e");
   lightstyle (5, "e");
   lightstyle (6, "e");
   lightstyle (7, "e");
   lightstyle (8, "e");
   lightstyle (9, "e");
   lightstyle (10, "e");
   lightstyle (11, "e");
   lightstyle (63, "e");

   local entity lighter;
   lighter = spawn ();
   lighter.owner = self;
   lighter.movetype = MOVETYPE_FLY;
   lighter.solid = SOLID_NOT;
   setorigin (lighter, self.origin);
   setsize (lighter, '0 0 0', '10 10 10');
   lighter.classname = "lighter";
   setmodel (lighter, string_null);

   lighter.think = Lights_Think;
   lighter.nextthink = time;
   self.runevar = 1;
   
   bprint (self.netname);
   bprint (" just picked up the Rune of Darkness\n");   
   }

};

void ()
Lights_Think =
{
if (self.owner.runetype == RN_LIGHTS)
   {

   local entity head;
   head = findradius(self.origin, 10000);

   while (head)
      {
      if (head.classname == "player")
         stuffcmd (head, "r_dynamic 1\n");
      if (head.classname == "weapon_lightning" || head.classname == "weapon_rocketlauncher" || head.classname == "weapon_grenadelauncher" || head.classname == "weapon_supernailgun" || head.classname == "weapon_nailgun" || head.classname == "weapon_supershotgun")
         head.effects = EF_DIMLIGHT;
      head = head.chain;
      }
   }
//If you drop the rune or die
else if (self.owner.runetype != RN_LIGHTS)
   {

   Lights_Clean ();

   lightstyle (0, "m");
   lightstyle (1, "m");
   lightstyle (2, "m");
   lightstyle (3, "m");
   lightstyle (4, "m");
   lightstyle (5, "m");
   lightstyle (6, "m");
   lightstyle (7, "m");
   lightstyle (8, "m");
   lightstyle (9, "m");
   lightstyle (10, "m");
   lightstyle (11, "m");
   lightstyle (63, "m");

   remove (self); //Stop checking for lighting
   }



self.think = Lights_Think;
self.nextthink = time + 1;
};


//Remove the glowing effect from the weapons:
void ()
Lights_Clean =
{
local entity head;
head = findradius(self.owner.origin, 10000);

while (head)
   {
   if (head.classname == "weapon_lightning" || head.classname == "weapon_rocketlauncher" || head.classname == "weapon_grenadelauncher" || head.classname == "weapon_supernailgun" || head.classname == "weapon_nailgun" || head.classname == "weapon_supershotgun")
      {
      head.effects = 0;
      }
   head = head.chain;
   }
return;
};

//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
//!!!!!!!!!!!!!!!!!!!!!!FLASH LIGHT!!!!!!!!!!!!!!!!!!!!!!!!!!!
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!



void ()
W_SetCurrentAmmo;

void ()
flash_update =
{
   if (self.owner.runetype != RN_FLASH)
      remove (self);

   if (self.owner.deadflag != DEAD_NO)
                self.effects = 0;


        // The Player is alive so turn On the Flashlight
        else                               
                self.effects = EF_DIMLIGHT; 

        // Find out which direction player facing
        makevectors (self.owner.v_angle);

        // Check if there is any things infront of the flashlight
        traceline (self.owner.origin , (self.owner.origin+(v_forward * 500)) , FALSE , self);

        // Set the Flashlight's position

        setorigin (self, trace_endpos + (v_forward * -5));

        // Repeat it in 0.02 seconds...
        self.nextthink = time + 0.02;

};

void ()
flash_on =
{
        // Make a new entity to hold the Flashlight
        local entity myflash;

        // spawn flash
        myflash = spawn ();
        myflash.movetype = MOVETYPE_NONE;
        myflash.solid = SOLID_NOT;
        // this uses the s_bubble.spr, if you want it to be completly
        // invisible you need to create a one pixel trancparent spirit
        // and use it here...
        setmodel (myflash, "progs/s_bubble.spr");
        setsize (myflash, '0 0 0', '0 0 0');

        // Wire Player And Flashlight Together
        myflash.owner = self;
     self.flash = myflash;
       
        // give the flash a Name And Make It Glow
        myflash.classname = "flash";
        myflash.effects = EF_DIMLIGHT;
       
        // Set Start Position
        makevectors (self.v_angle);
        traceline (self.origin , (self.origin+(v_forward * 500)) , FALSE , self);
        setorigin (myflash, trace_endpos);

        // Start Flashlight Update
        myflash.think = flash_update;
        myflash.nextthink = time + 0.02;
};


void () flash_toggle =
{
        // If Off, Turn On
        if (self.flash_flag == FALSE)
        {       
         self.runevar = 1;
         self.flash_flag = TRUE;
         flash_on();
        }

        // If On, Turn Off
        else
        {
         self.runevar = 0;
         self.flash_flag = FALSE;
         W_SetCurrentAmmo ();
         self.flash.think = SUB_Remove;
                  self.flash.nextthink = time + 0.1;
        }
};


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PostPosted: Sun Nov 23, 2003 12:36 am 
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Now think about it, if he used the same flash light tutorial I did, what if he used the same Nighttime tutorial too?? You don't know what you can do until you figure out how to do it.

Do you really wish to keep saying I stole these rune ideas? Because that WOULD make you a liar.


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PostPosted: Sun Nov 23, 2003 12:58 am 
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>>Notice how it's nearly identical to *cough* "your" code

Now you do know there's only one way to change the lighting, right? You don't show ALL of the code involved. I'm sure if you did we would see that the flashlight code is the same, meaning neither he or I wrote the code for the flashlight, but then I NEVER CLAIMED JACK ON THE FLASHLIGHT.

Now let's take a look at my latest version of darkness:

Code:
void ()
darkness_think =
{
if (self.runetime > time)
   return;

self.runetime = time + 0.2;

   local entity head;
   local float dist;

   head = findradius (self.origin, 10000);
   while (head)
   {
      if (self.health < 1 && head.classname == "player")
         self_stuffcmd (head, CSHIFT_NONE);
      if (self.runetype != RN_DARKNESS && head.classname == "player")
         self_stuffcmd (head, CSHIFT_NONE);
      if ((head.health > 0) && !isfriend (head) && head.classname == "player" && head.runetype != RN_TECH)
         {
         dist = Distance (self.origin, head.origin);
         if (CanDamage (head, self))
            {
            if (self.runevar < time && dist < 500)
               {
               centerprint (head, "Darkness effects detected\n\n\n\n");
               sound (self, CHAN_VOICE, "items/inv3.wav", 1, ATTN_NORM);
               self.runevar = time + 2;
               }

            self_stuffcmd (head, "alias gl_polyblend\n");
            self_stuffcmd (head, "gl_polyblend 1\n");
            if (dist < 160)
               self_stuffcmd (head, "v_cshift   0   0   0   190\n");
            else if (dist < 190)
               self_stuffcmd (head, "v_cshift   0   0   0   180\n");
            else if (dist < 500)
               self_stuffcmd (head, "v_cshift   0   0   0   160\n");
            else if (dist < 450)
               self_stuffcmd (head, "v_cshift   0   0   0   140\n");
            else if (dist < 500)
               self_stuffcmd (head, "v_cshift   0   0   0   110\n");
            else
               self_stuffcmd (head, CSHIFT_NONE);
            }
         else
            self_stuffcmd (head, CSHIFT_NONE);

         }
      head = head.chain;
   }

};

void ()
darkness_fix =
{
   local entity head;
   head = findradius (self.origin, 10000);
   while (head)
   {
      if (head.classname == "player")
         self_stuffcmd (head, CSHIFT_NONE);
      head = head.chain;
   }

};


Is this similar too?

The names may be the same, PK my friend, but that doesn't mean the ideas are borrowed or stolen. I've never even played QuakeWorld, I don't even think I have the QuakeWorld exe.

The only code I've ever saw at that time is Slot's Artifact/Rune Quake and many tutorials I found on the internet.

My version of darkness is much more complex than his too boot, although slopply coded (the original code).

Now post his Sonar code.

Oh yeah, I don't see you attacking Slot Zero for claiming he wrote Rune Quake.


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PostPosted: Sun Nov 23, 2003 4:36 am 
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Still Going! ... Boom Boom Boom

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PostPosted: Sun Nov 23, 2003 8:33 am 
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Mr Wi-Fi wrote:
Now let's take a look at my latest version of darkness...


Your absolutely right. Singe's code is much more elegant and cleaner than yours. Plus, it doesn't darken the entire level the whole time it's in use like yours does. Singe's code only darkens the level for 20 seconds and then lighting is restored with a "recharge" period before it can be used again. But then, your fairly new to coding Quake mods so you may want to use Singe's source code I posted and incorporate it into your own.

Still, it's strange how he called his rune "The Rune of Darkness" and the other rune "Sonar" some 6 years before you came up with the exact same ideas, both at the exact same time? Must've been one of those one in a million coincedences. :mrgreen:

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PostPosted: Sun Nov 23, 2003 1:52 pm 
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>>Singe's code is much more elegant and cleaner than yours. Plus, it doesn't darken the entire level the whole time it's in use like yours does.

That's Beatdown Alley code PK, that rune was one of the first runes I ever coded.


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PostPosted: Sun Nov 23, 2003 6:08 pm 
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Quote:
... that rune was one of the first runes I ever coded.


That's what I said. Your new to coding so you may want to take his source code, put your name at the top where the credits normally go and not just swipe the name of the rune. Oh wait, you already did the second part. n/m. 8)

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