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  3. Quakis

Posts by Quakis

  • WIP in WIP, post your level screenshots!

    • Quakis
    • June 21, 2007 at 11:05 PM

    Oh god, I'm tempted to have a go at creating that scene as well. In build =3 /loads Hammer

  • Programming / Coding for Source

    • Quakis
    • June 20, 2007 at 9:05 PM
    Quote from Kakburk

    I think there's a possability there will be problems trying to compile your code with the 2003 version. I'm not completly sure but that's my guess. However I think there says something about it in the HL2 coding wiki and that there are fixes to download to the SDK. But try before you start searching, I might be misstaken and it's unecessary for you to search fixes which don't actually exist. ;P

    I gave a few compiles before and it loaded up fine, even some simple weapon changes took affect. Let's just hope I don't run into compile problems due to version number in future!

  • Programming / Coding for Source

    • Quakis
    • June 19, 2007 at 8:41 PM

    Just to get this out of the way, I have Visual Studio 2003 installed here but any possibilities of running to problems?

    Edit;

    Quote

    Here's a good starter for C++:Teach Yourself C++ in 21 days (a complete lie, but it's still a decent starting point and deals with a lot of C++'s main features). Click.

    If I'm not mistaken, if thats a copy of the book from Sams, I have that in book form (third edition) I've been scanning through it recently and might go through it at some point - my dad got it cheap from a carboot atleast two years ago - but I'm finding some stuff on the site I mentioned ealier pretty useful too. Thanks anyway (then again, having it in digital form can be useful)

  • Programming / Coding for Source

    • Quakis
    • June 19, 2007 at 4:55 PM
    Quote

    HLCoders can be useful but be warned that people can be a bit "elitist" at times. ALWAYS check the archive to see if your questions already been asked before posting (http://www.mail-archive.com/hlcoders@li ... tware.com/) because sometimes you'll get a rather rude response if you ask about something thats come up before. Also be warned that any "noob" type questions will probably get you a reply like "go read a C++ book".

    Thought as much about the "elistism" - I'll probably only post when I really need to. Majority of the time I prefer to figure out stuff myself - better understanding and satisfaction of doing so - Again it's like that with Eduke32 CON coding. Right now I'll do what I did to learn the former by reading through tutorials, understand what means what, do practical stuff throughout my understanding - again like I did with the previous (of which I'll still do as well)

    Quote

    Oh and yeah, tutorials. Some of them can be quite out of date as they were posted for the first SDK Codebase and subsequently don't work with the second SDK code release. Be aware of that before you start copy and pasting. To get the most value from a tutorial, don't actually copy it blindly, read it, comprehend what it's doing and try to implement the idea yourself using the example code as a guide. Not only will you get less bugs but a greater sense of achievement if you've adapted the code to your own needs and learned something along the way.

    No need to worry about that, it's pretty much what I do when working with Eduke32 CON coding, you won't learn anything without doing it yourself and figuring out problems your having. On another note typing out the lines rather than copying helps get used to writing code out a lot more (well, I already have with CON, just need to get used to C++ now) I've been reading through some tutorials on cprogramming.com about C++ (no experiments yet) and got quite a little bit of knowledge compared to when I first looked at the codes throughout the source files.

    Pretty much I've had a bit of experience with coding in another language, so learning another shouldn't be too hard (and the fact it's easier to understand than it did some two years ago when I couldn't understand coding for... hell)

    Quote

    And last of all - the SDK is *BUGGY*. Expect a lot of hair pulling trying to figure out why wierd stuff happens or stuff wont compile.

    Cheers, I'll keep that on mind. Thanks for the response.

  • BBFC rejects Manhunt 2

    • Quakis
    • June 19, 2007 at 4:41 PM

    Thrik pretty much sums up my opinion on this as well - besides I don't really care much for the game either way.

  • Programming / Coding for Source

    • Quakis
    • June 18, 2007 at 1:42 PM

    Cheers for the response, tutorials look useful!

  • The random model thread!

    • Quakis
    • June 18, 2007 at 8:11 AM

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/trishotgun_01.jpg]

    Based on a weapon sprite I made before. The back needs a lot of work, suggestions?

  • Programming / Coding for Source

    • Quakis
    • June 17, 2007 at 5:26 PM

    Just installing all the needed files right now. Although different, I'd been working with the CON scripting in Duke3d/Eduke32 quite a lot recently and got the hang of it - but should still develop on it for my mods - and enjoy working with it. Math related questions and exams I seem to enjoy working the answers out for compared to those writing papers. Hopefully I can get into this as well, expecting fustrations, but once I get the basics it's really just advancing my knowledge. I just hope I can compile without any problems.

  • WIP in WIP, post your level screenshots!

    • Quakis
    • June 17, 2007 at 1:33 PM
    Quote from Psycho

    Come on. Someone play my map. I need some crits on the layout!

    Had a game with bots, had some fun as the layout worked nicely but it seems the passage under the stairs in the dining might not be used too much. Had some trouble navigating due to the dev textures, but that'll change. I think it works well.

  • WIP in WIP, post your level screenshots!

    • Quakis
    • June 16, 2007 at 7:51 PM

    Yeah it's a hobby, gaining the skills to use the newer engines right now will take too much time to do the things I enjoy. But I've decided to start learning these aspects for Source since as I mentioned in my rant, Build/Eduke32 does have limits to what it can produce. Its great for making a majority of my ideas though.

  • Unable to compile .mdl using studiomdl

    • Quakis
    • June 16, 2007 at 7:45 PM

    Reinstalling the SDK fixed it. Although I should have tried it anyway, thanks for the help!

  • Programming / Coding for Source

    • Quakis
    • June 16, 2007 at 6:32 PM

    I'm willing to go learn as much as a can for modding the Source engine and coding is something else that'd be useful, it's best I start now than never. Just to be sure, what language does it use? C or ...? (I haven't look into it much but I can't get any decent search results for "Source Coding" etc)

    Secondly any recommended resources to get started I guess - apps/tools/websites? I'm mainly looking into doing the gameplay side of things just to note. Any help would be apprieciated to push me in the right direction, I'm dedicated to give it a go.

    (and don't give me lectures on how hard, etc whatever might be either...)

  • WIP in WIP, post your level screenshots!

    • Quakis
    • June 16, 2007 at 2:18 PM

    Good, good. Just checking heh.

  • Unable to compile .mdl using studiomdl

    • Quakis
    • June 16, 2007 at 1:58 PM

    Update; It can't load filesystem_steam.dll in the sourcesdk\bin\ folder - I copied it in there but again nothing.

    Saw this, http://%7boption%7d

    So I add the game folder in, but it still doesn't want to do anything... Going to take a look at that GuiStudiomdl.exe mentioned.

    Final Edit;

    A conclusion is that is doesn't want to load filesystem_steam.dll. (before you ask as well, steam is loaded)

  • WIP in WIP, post your level screenshots!

    • Quakis
    • June 16, 2007 at 1:32 PM

    I see *crate* dev textures there, I do hope you're not planning on having random crates in there. I guess not but if you were... I think some logical alternatives would be better since it's a mansion - bookcases?

  • Unable to compile .mdl using studiomdl

    • Quakis
    • June 16, 2007 at 3:39 AM

    http://%7boption%7d

    Been reading through the above tutorial and decided to export and convert a quick test model. I've followed it through to the part where I use studiomdl.exe - I can't get the program to start compiling.

    It says to use a command line. I've tried command prompt but it can't find folders in "program files" / I've tried the bar at the top of the folder but it loads up IE / I've tried creating a bat file. The most I get is half a second of a window. I've managed to print screen this but has no errors. My command line goes like so;

    studiomdl.exe "C:\Program Files\Valve\Steam\steamapps\deathquakis\sourcesdk\bin\vehicle.qc"

    Nothing. No MDL, no errors/logs. Everything is spelt correctly and folder destination is correct. Any ideas what I'm doing wrong?

    .qc file; (since it's just a test I've left some things the same)

    $modelname vehicle.mdl

    $surfaceprop "paper"

    $cdmaterials "models"

    $scale 3.5

    $staticprop

    $body studio "vehicle.smd"

    $sequence idle "vehicle_idle" fps 1

  • WIP in WIP, post your level screenshots!

    • Quakis
    • June 16, 2007 at 2:03 AM

    I don't have the ablity to! Therefore I agree with you then, no need to argue with that so I guess that's put aside then. :roll:

    I really don't see the problem either way.

  • WIP in WIP, post your level screenshots!

    • Quakis
    • June 16, 2007 at 1:32 AM
    Quote from Dark

    Why do you still work with such old stuff? I never crit cause its so old tec, blocky and boring. Sorry man I just want to know whats the point? Your damn good at it, but I would like to see your talents on something new and cool.

    I have so many reasons for this but I'll mention some of the major ones. Firstly Duke3D with the port Eduke32 is easy to mod for either 8bit or 32bit based projects. Creating maps, importing, and coding aren't entirely difficult once you get the hang of it, and with 32bit I could make a mod look like Half Life (excluding dynamic lighting) if I wanted to. I can create what I have on mind, be it a map, mod or a simple scene without any difficulty. With newer engines I'm going to have to learn a new editor from the ground up, and be expected to make higher quality resources, this goes onto my second point.

    I have a choice of a few newer engines/editors. Most noticably - Source, ID Tech and Unreal Engine. I've messed around with Hammer 4 several times but the input/output system is different than what I did when working with Hammer 3.5 and require me to relearn gameplay editing. Gave d3radiant a go but wasn't interested in working on ID Tech 4 based engines. Hate UnrealED unfortunately since it's a good engine - but since we're speaking new tech then thats mapping for either UT2K4 or UT3. I have no interest in multiplayer based games. That leaves me with Source, but I find brush based editor a pain at times also.

    I have my engine picked out, but I can't exactly make something from my mind without new content. City and Combine based maps can be created, which is a step down from the variety of themes I could do with Half Life's textures. I've experimented with doing something new with the textures but no go. So that leaves me making new content, which would take longer to put together since the expected quality would be higher. I'm still no good at making high resolution textures, let alone stuff I'd like to make in my idea. Then there is HL2's really bland enemy selection to choose from. I've played several singleplayer mods and this kills them making them bland and boring for me. That now means I'd have to learn coding and character modelling / animation.

    Yeah it'd be worthwhile having all those skills at top notch but that'd take a few years to perfect. I've only recently managed to get as far I have with Duke3D, and I could do the same with Source / #insert engine here to find out I'm behind again? Thats what I love about modding with the Build Engine + Eduke32 port. Easy, fast and I know how to go about doing what I want. Sure it would be great to move to a newer engine since there's somethings I want to do not possible in Eduke32 without pieces in that engine being rewritten which TerminX doesn't really want to do.

    I don't have the time and patience to learn all the above some more to create some of my concepts and ideas. I've started using newer engines too late. I have no interest in multiplayer, and I don't work well in a team - I prefer to do things solo. Mapping, coding, graphics, modelling... too much for newer engine, but the stakes are lower for Duke modding.

    What's the point? I enjoy working with the Build engine + Eduke32 port. [/rant]

  • The great soft drinks vote!

    • Quakis
    • June 15, 2007 at 5:35 PM

    Pepsi, find coke tastless. (not sweet enough!)

  • WIP in WIP, post your level screenshots!

    • Quakis
    • June 15, 2007 at 3:16 PM

    Update. Some more detail.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/duke_coach03.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/duke_coach01.jpg]

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