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

Reply via email to