Spiderbot alpha testrelease

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Tue Sep 01, 2009 4:03 pm

  • I guess not. :o

    /me runs off to try that.
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    Darcshadow7
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Wed Sep 02, 2009 10:16 pm

  • Still not working. :o
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    Darcshadow7
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Fri Sep 11, 2009 10:01 pm

  • I've compiled the svn version with vehicles enabled, I created a map with one spiderbot and.. It's fantastic!You're a genius!When I shot guided missiles I felt like Xwing vs Tiefighter!! :D But I don't understand why if try to enter the spiderbot it pulls me back, like a force field, and when , at the end, I enter, it doesn't move but if I do exec vehicles_spiderbot.cfg it works. But, once exit the vehicle, is impossible to re enter, also if I restart map. I've to close nexuiz and reopen! Same thing with racer.I also included vehicles_spiderbot.cfg and vehicles_racer.cfg into the defaultNexuiz.cfg but iw works only the first time:enter a vehicle(spiderbot or racer) and it works, if you exit with command +use, it's impossible to re-enter.

    Another thing, would you like to create a helicopter?I create the model with animations and you the code. I don't think it would be so difficult to modify spiderbot to insert Z axis for elevation.
    Let me know if you're interested and , of course, if you've time! :D
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    toneddu2000
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Sat Sep 12, 2009 3:20 am

  • I have a helicopter mesh you can use. i can finish it up and upload the .blend if you like.

    Image

    also, is it possible for someone to upload a nexuiz build with the vehicles? or is that asking too much?
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

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    Yoda almighty
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Sat Sep 12, 2009 5:35 pm

  • Wow Yoda almighty, it would be great!Infact it's a Nexuiz style helicopter! :D if tZork couldn't help us with code we can try to overwrite old model with this, and for code.. well, we can try! :lol: I like very much the cockpit!Great Design
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    toneddu2000
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Sat Sep 12, 2009 5:41 pm

  • Wowow this model is very inspiring to me. It's fresh!
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    Rad Ished
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Sat Sep 12, 2009 9:54 pm

  • This shouldn't be too hard to implement, since jetpacks already give you vtol-like physics. This'd be like a spiderbot with a jetpack. :D
    Flying Steel
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Tue Sep 15, 2009 5:22 pm

  • Yoda almighty wrote:I have a helicopter mesh you can use. i can finish it up and upload the .blend if you like.

    Image

    also, is it possible for someone to upload a nexuiz build with the vehicles? or is that asking too much?

    Cool model, CP looks a bit WW2ish tough. Possible to code? sure, but atm i do have a bit to many things ongoing for it to be sane of me to start another. But that will change soon enough, i hope.

    Flying Steel wrote:This shouldn't be too hard to implement, since jetpacks already give you vtol-like physics. This'd be like a spiderbot with a jetpack. :D

    Well.. no. Id imagine this thing would roll, pitch and tilt, so "jetpack physics" wont cut it. Should be fairly easy non the less.
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    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Sun Sep 20, 2009 2:02 pm

  • here's a cockpit i started working on. still a WIP

    Image
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

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    Yoda almighty
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Sun Sep 20, 2009 2:13 pm

Tue Sep 22, 2009 1:31 am

  • can i have just a breakdown of what you have to do to enable the spiderbot? i have a 2.5.2 build, and i know it has the spiderbot, cause there is a file in the extracted data folder for it.

    so what do i have to do?
    Why has a developer ever needed any reason other than "it looks bloody awesome?"

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    Yoda almighty
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Tue Sep 22, 2009 3:18 am

  • Yoda almighty wrote:can i have just a breakdown of what you have to do to enable the spiderbot? i have a 2.5.2 build, and i know it has the spiderbot, cause there is a file in the extracted data folder for it.

    so what do i have to do?


    Have you tried loading a map which spawns spiderbots? Like this maybe:

    http://forums.alientrap.local/viewtopic.php?t=4945

    And nice cockpit by the way. 8)
    Flying Steel
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Tue Sep 22, 2009 7:01 am

  • Yoda almighty wrote:can i have just a breakdown of what you have to do to enable the spiderbot? i have a 2.5.2 build, and i know it has the spiderbot, cause there is a file in the extracted data folder for it.

    so what do i have to do?


    go in your /data/qcsrc/server/vehicles/vehicles.qh

    uncomment first line //#define VEHICLES_ENABLED in #define VEHICLES_ENABLED
    recompile it.
    Then create a map with netradiant, add a player_attacker, select it, press "N", then overwrite the value player_attacker with vehicle_spiderbot.
    Build it, open it in Nexuiz, open console and type:
    Code: Select all
    exec vehicles_spiderbot.cfg

    Now you should enter the vehicle
    On my computer, once go out, I can't re-enter. Try on yours! :D
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    toneddu2000
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Tue Sep 22, 2009 7:11 am

  • Nice wort on that cockpit Yoda almighty. Im just wondering if the view is not to limited downwards. Many contemporary choppers have a much larger part of the 'floor' in glass so the pilot can see downwards, this would be a good idea here too, imo (else you'd have to tilt the whole thing go get a look at whats going on bellow)

    toneddu2000 wrote:On my computer, once go out, I can't re-enter. Try on yours! :D


    Sounds like you use +use in the console to exit.
    Instead bind a key to +use (bind u +use) then press it. Else the game assumes you have +use pressed all the time, until you enter -use in the console.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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    tZork
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Tue Sep 22, 2009 10:00 am

  • thx a lot tZork!I don't what happened, I went to options, input, I create an exit value with "m" button, and edit it with +use on released and pressed(than I switched once only to released and once only to pressed), but the problem remained. So I type
    bind u +use
    and now it works!

    you said:
    tZork wrote:
    Flying Steel wrote:This shouldn't be too hard to implement, since jetpacks already give you vtol-like physics. This'd be like a spiderbot with a jetpack. :D

    Well.. no. Id imagine this thing would roll, pitch and tilt, so "jetpack physics" wont cut it. Should be fairly easy non the less.


    So, I could hope that in the future we'll see a "Nexuizcopter" flying in the sky? :D
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    toneddu2000
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Mon Oct 05, 2009 7:32 pm

Mon Oct 05, 2009 8:34 pm

  • vomit wrote:http://zdev.dvrdns.org/tmp/spiderbot.pk3
    edit: you need http://zdev.dvrdns.org/tmp/spider-config.pk3 too.

    These links do not work for me :cry:
    Are the files still available for download?


    I think the spiderbot is built into 2.5.2, which is what you should be using now. Not sure exactly what you need to do to get them working in the game though.
    Flying Steel
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Mon Oct 05, 2009 10:34 pm

  • I think the spiderbot is built into 2.5.2, which is what you should be using now. Not sure exactly what you need to do to get them working in the game though.


    Just download nexuiz SVN (via tortoise SVN if you're on Windows, or svn checkout command if you're on Linux). Then, I'll use Spiderbot creator's words(tZork)to explain it: :D
    "add -DVEHICLES_ENABLED to the fteqcc command line, or uncomment the first line in data\qcsrc\server\vehicles\vehicles.qh"
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    toneddu2000
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Mon May 31, 2010 12:12 am

  • Can someone please just do for me. :|

    I am not a progremmer at all.
    I'll admit i'm lazy.
    And yes I usually give noting but problems.
    But at the end it tuns out ok for me.
    Chomps123
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