one small problem, before i make the megatf mod public


(mod3m) #1

when i jump near a ceiling in my mega-tf conversion, my head sticks for a second and i actually go through the wall. can anyone point me to where i’ve went wrong? :banana: , yes, banana man.
here’s an example on 2fort5 without textures (FEATURE :[ ). as you can see when i jump into the ceiling my head goes through. after changing the bounding box i realized it even more. what would have to be done in order to correct this? i’m new with the idea of changing bounding boxes. :expressionless:
http://home.comcast.net/~megatf/standing.jpg
http://home.comcast.net/~megatf/jump.jpg
http://home.comcast.net/~megatf/jump1.jpg
already got in full physics, just got a few small bugs like this one, and an explosion radius problem.


(the_hat) #2

this should be where u need to fix your problem, 1st person player view height

game\bg_public.h(74):#define DEFAULT_VIEWHEIGHT 40
game\bg_public.h(75):#define CROUCH_VIEWHEIGHT 16
game\bg_public.h(76):#define DEAD_VIEWHEIGHT -16
game\bg_public.h(78):#define PRONE_VIEWHEIGHT -8

line numbers might be off in my modified source, but u should know how to search :stuck_out_tongue:


(brendank310) #3

didnt splash damage make q3Fortress? maybe they can give you some pointers for enemy territory. would be kewl if they made it for et.


(pgh) #4

Yep. www.q3f.com Aka Quake 3 Fortress was indeed made by the same (plus and add a few, BirdDawg :D:D) team that made ET. See the Q3F webby for info and/or www.earthquakers.org/eq/ for a slightly different view of the peeps. First they played the games, then they started making them… \o/ spose its only a matter of time before the playing and creating actually balance and something a bit more different may happen.


(mod3m) #5

blah. i changed the player bounding box to be higher than the actual model i was using. a quakec coder helped me figure it out :d


(pgh) #6

MegaTF mod… got details? :]


(Salteh) #7

I guess… MegaTF… for ET ? :))))

(eq.org is slightly broken btw :frowning: )


(pgh) #8

[haha]Heh[/haha]

I was getting at the fact that for example the screenshots showed default ET hud, non textured 2fort and a knife as the player weapon. :slight_smile:

So you tell me where the ‘MegaTF’ is. :stuck_out_tongue:


(mod3m) #9

i’ve got multiple workspaces. you saw #1. it will only take me like 30 mins to texture 2f5.
1 = semi- quakeworld physics. bunnyhopping/wallstrafing/etc.
2 = ui. all my time (3 hours) spent with the interface.
3 = my base code. a total break down of most of the et code and ‘what’s needed’ to start a mod from scratch. (hoping to start a resource site)
4 = mtf weapons and classes.
i’ll probaly just use default models at first. just brush them up with a tfish skin.

details:
a really customizable experience for server admins/clients/designers of things for the mod. my team is just me and a few friends who created things for quake and always moaned about this and that wasn’t there. i’m doing all of the coding (exception of the speed bar that i found here that saved me time :x).
i’m kind of worried that it isn’t going to be worth it though. the current megatf community consists of around 90-120 north americans. with about 30 being clueless about the internet/on terrible computers (300-500mhz or onboard vid cards with very little opengl support)/stubborn. i don’t know how other people will react to a mod who’s intention is to bring back quakeworld ‘bugs’. i know the people i play with play because the game is fun and addictive. i’d like to bring that to a newer community. like i said though, it will be very customizable, serverside qw physics on/default et physics/server defined physics (almost have this in, still buggy. uses a txt file :D). alot of map entities are planned. very customizable modes/gameplay/ideas from some of my friends and people’s ‘entities they wished were in mtf’.
i’d also like to add midair mode (a mode from kteams pro that’s gives you a frag for an airshot, no damage for a ground shot. meaning you have to shoot your opponent’s feet or catch them jumping to get them in the air, then juggle them to get a frag. all kinds of things are also in here that’s just the basics.)

also a keep away entity. so maps could be used for keep away/mtf/(others?) without having to rename the map or anything. i’m just working on a blast radius function now. it’s not going smooth as i had planned. :confused:


(digibob) #10

(plus and add a few, BirdDawg )

BirdDawg works for Splash Damage :o


(brendank310) #11

looking forward to it, im a huge tf fan. hope its like tfc (havent play q3f so maybe like that too). i love the bunnyhopping. im sure my friend will play it too.