Monsters in Nexuiz

Developer discussion of experimental fixes, changes, and improvements.

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Monsters in Nexuiz

Postby toneddu2000 » Wed Sep 23, 2009 7:14 am

Hi guys, I'd like to add a monster in Nexuiz (you could say: "what kind of monster, a zombie, a sci-fi creature, a creepy lycantrope?"and I reply:"a monster." :D )
So, I tried to copy knight.qc from Quake into Nexuiz qcsrc and, after some problem (functions mismatching, moreover) it has compiled. But when I create an entity monster_knight in Netradiant, it doesn't show it in the game(I obviously put knight.mdl in progs folder!). I saw there's a monsters subfolder in qcsrc, but I don't understand how I can use it. I know that in the tturets/units there's a unit_ewheel.qc that it could considered a monster, but I'm not a coder. I'd like only a piece of code of a monster who doesn't shoot, it only follows the player(animation timing and names is not a problem, I could change it)and, once blasted by a rocket, it dies!(infact knight.qc it would be perfect!).pls help!
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Postby divVerent » Wed Sep 23, 2009 8:37 am

Well, the monsters/ directory contains the Quake monsters (as taken from dpmod), but it is not active as code is missing (Quake works much different regarding that). Feel free to finish that conversion and then add your monster.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby toneddu2000 » Wed Sep 23, 2009 8:39 am

Feel free to finish that conversion and then add your monster

:shock: ??Sorry, I didn't understand
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Postby Mizu Kitsune » Wed Sep 23, 2009 10:08 pm

there was once a monster_lurk.qc in trunk somewhere or in a patch, idk what happened to it, but it looked interesting and spawned as if it were a quake monster instead of a bot and had different health and dps values per skill level.
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Postby toneddu2000 » Thu Sep 24, 2009 11:15 am

Thx Mizu Kitsune, I've also googled a bit with monster_lurk.qc in the search field but appears only this thread! I'm quite sad that there's no possibility to add monsters in Nexuiz, because this would be the flame that could start the creation of a Single Player Mod. The better thing IMO (if others are insterested, of course) was to find the original Aurora Mod developers(the nick is DarkSnow but I can't find an email account), because he/she/they should know how to insert a non-player entity in the core. What do you think?

EDIT:I've sent a mail to David Frendin, one of the developers of Aurora Mod, maybe he know something about that. Let's see what happens! :D
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Postby Mizu Kitsune » Thu Sep 24, 2009 1:51 pm

http://www.moddb.com/games/darsana
http://www.moddb.com/games/the-hunted-chronicle-2 edit: (has a menu background like hl2 where a map [actually i looked through the stuff and its a .dem that loads rather than a .bsp] loads as the menu background, really nice mod and has monster code, you need to decompile progs.dat first though.)
http://www.moddb.com/mods/water-wars (changed developement from hl1 to dp)
http://www.moddb.com/mods/raptors-forever
there was a few others, i'll find them later tho.
edit: http://www.moddb.com/games/uncommon-bravery (canceled)
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Postby toneddu2000 » Thu Sep 24, 2009 2:31 pm

oh my god! :shock: Thx a lot Mizu Kitsune! I've never thought that there were so many darkplaces mods!! I'll try imediately the hunted chronicle 2 because it has been releases with its source code (but there's no license file)!
Unfortunately David Frendin's mail it's inactive. :( But, with these links, there's a lot of job to do! :D
Thanks again!
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Postby Mizu Kitsune » Thu Sep 24, 2009 2:46 pm

no problem. i've been working with these mods for making my many folders of mods.
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Postby Flying Steel » Thu Sep 24, 2009 2:56 pm

Mizu Kitsune wrote:no problem. i've been working with these mods for making my many folders of mods.


So this is a like compilation project you are working on?
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Postby Mizu Kitsune » Thu Sep 24, 2009 3:01 pm

pretty much a bunch of extra folders in my quake folder next to id1 full of stuff just to see what can be done with the engine and what i can do, but lately dp gives the error progsdefs.h out of date or i get a fteqcc error unknown value void. i got the grovitron to work though but at the cost of the grenade launcher. the older builds of nex have actually been quit some help as well.
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