Thats right, persistant leveling has been fixed, I just moved all of the addon code to a regular mod, still reliant upon a few engine extensions:
pow; /* Part of DP_QC_SINCOSSQRTPOW*/
strzone; /* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
strunzone; /* Part of FRIK_FILE, FTE_STRINGS, ZQ_QC_STRINGS*/
Also fte’s color code strings (I’m not sure to what degree any other engines support that)
Shields recharge after a delay, and bleedout timer has been added, so if you kill an enemy before you bleedout, your health is restored by 25% and your shields are completely restored. Next on the agenda is to remove the hub system and use fte’s builtin support for hub maps. Doing so will lower code upkeep, as my implementation wasn’t exactly flawless.
and a leveling system.
The average level of the coop group is checked, and monsters and items are spawned based on that. experience is not yet persistant between maps.
I know I said I was working on an entity editor. Well, what I have instead is an entity placer. Its not robust, and its single function. It places an entity where the player is standing (despite having a cursor to place items, I couldn’t get them to spawn where the cursor points) you can rotate the entity before you place it, that much is working.
You cannot select what type of entity you wish to place, the mdl’s and bsps all had offsets and I couldnt manage to get them to behave as a cursor. I forewent all of the entity editing entirely, and made something simpler to suit the task at hand.
You can place a single entity multiple times, but it will be written to a text file each time. I also failed to get it to print out which map you are on in the text dump. Regardless, I used it, and leveraged 3 python scripts to get the information into suitable form. Now I have .ent files marking the location of entrances with an entity I can use to select spawn locations.
The code is near complete, but its being difficult. More on that soon.
Monsters now drop ammo and armor. Armor a little too frequently, I’ll sort that out soon. With the exception of powerups, map items no longer spawn, so you’ll need to scrounge from the fallen. Fell you sum!
Shamblers seem to spawn a bit too often. I’ll need to drop their spawnrate. Otherwise everything seems fine.
I don’t think there is much left to do but to unb0rk exitSpawning. Let me know your take.
The editor turned out to be a bigger challenge than I anticipated, its future
is uncertain. I’ve taken to just walking over to the damn exits, pointing myself in the direction I’d like to spawn upon arrival, and give stat’ing the damn thing.
That being tedious as hell, I’ll be doing it in chunks. Ive got six levels done.
Meanwhile, hubQuake now has the beginnings of a leveling system. Monsters spawn based on the playerlevel variable. Monsters are ranked, and everywhere a monster would normally spawn, a monster of player level or below will now spawn.
I intend to give drops the same treatment, this way when you play maps out of order, you wont run into a shambler when you could not have conceivably gotten a nailgun.
In general I’ve been emulating borderlands as best I can in various ways. statQuake was an attempt at randomized guns…it was not so very successful, the guns were absurdly useless, so that one can collect dust for a while until I’m ready for another go.
hubQuake is my current project, its an fte addon where you can return to previous maps and spawn at their exit. As exits dont have origin data, I’m in need of a reliable way to spawn the player there. Spike suggested checking the bounding box for the brush, but quickly pointed out that its unreliable as the brushes are sort of halfhazardly placed.
When I suggested an in engine entity placer (that I’ve been trying to convince him to do for a while now), he (rightfully) suggested I get off my ass and do it already. So thats what I’m about to do. Wish me luck.
I’m gnounc and I mod quake for a hobby. Generally using FTEQW and its extensive featureset.
gb has suggested I create a haven for my oft started oft abandoned projects. That said, welcome to my mod graveyard, where bits come to rot.