Hi there, Okay! It's been a while! :) So, about the AQ development. Until now, I've had enough time to overread the overall of JediQuake and standard AGRIP modes sources. I haven't had time for ZQuake, which times are more complicated I think... But Cara, you told me something about solving the problem with the sound loading limits... is it also about the MAX_SOUND constant? It is strange, I've read this and I found multiple declarations of the same constant, which is quite weared, but as I said before I didn't have time enough for ZQuake.
For the moment, I am not creating a complete rebuilding of AQ, not yet. For now my main project is to issue the 4.3 version of JediQuake. In this, the main modifications are the following: -stungun has been modified so that we can hear the ray "traveling" in the air, like with rockets. Now you also are protected from stungun with light saber. -I've made some fixings about bots switching times / attacks types. -The force push will now push rockets / (tele)grenades with more speed if the player has more than 250 force (speed*3) or more than 350 (speed*10) . That's quite useless but I found it fun :p -The Jedi Mind Trick will be changed. For now I haven't modified it yet for the beta version, simply dictivated it to stop servers from crashing. My project is to make a kind of stuff that will, as Bryan had said in an old E-mail, push the player into the air, then make him turn around with random angle, and finally fall onto the ground if they aren't fast enough to begin flying once unfreezed. -An important modification (when I'll have time) will be to fixe a problem that for me, is major: players of the same team when playing in teamplay can be hit by your saber darts / detonators, that's quite disturbing I think. -I can modify other things, but I think it is not bad for a beggining... By the way, about the old Jedi Mind Trick, I finally saw the problem doesn't come from the QuakeC code, but from the ZQuake engine itselves. But as I said, no time for that kind of fixings. Now, my problem. I haven't touched anything on the force lightning. When I recompile the JQ4.1 sources which I took from Andre's site, it works without any problems. On my version, even without having touched the code of that fucken stuff, it is bugging. Of what I could constate, that the player that iniciates the attack keeps blocked. It seems that the MOVETYPE_NONE still stays active, and FLightStop() doesn't get called, or maybe, FLightThink() does not get called at all... I thought about FLightThink because i haven't seen anywhere in the code a call to FLightThink(), but maybe I'm wrong with this. Also, the bug gets fixed once someone pushes you (calling FLightStop I suppose), or when you kill the person that you wanted to attack with the lightning. The problem also seems to happen when you are the target of a lightning, but only if you are a player. Strangly, bots are not blocked after a lightning, even if they initiate it. So, that was it for the moment... Thanks a lot for your answers, Take care, Christoff _______________________________________________ AGRIP-discuss mailing list [email protected] http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss
