Title : Floating Quake Entities Filename : QFLTR002.ZIP Version : 2 Date : 10 / MAY / 1997 Author : Alan Kivlin (aka Virtuoso) This is version 2 (my first effort had quite a few bugs, one being that the floating was machine speed dependant!) of a quick hack at getting entities to float in water/lava/slime. To see the effect do IMPULSE 99 to throw some gibs. Gibs, heads, dead bodies and backpacks all float in the water. I've testing this 'till I was falling asleep so if there are any more bugs then I guess... I'll fix them in version 3 :) This effect is on "Inside QC's" wishlist and was NOT my idea (heh I have to say that although floating would happen in real life, it is maybe taking gore a little bit far ;). I have not included the source code for now as it will be available as a QuakeC tutorial, available soon from "Inside QC" (www.frag.com/qchq/iqc). Help|About ========== I am currently working on a QuakeC Bot which currently goes by the name of QCBot mainly due to it NOT having a name yet ;) I have released a demo (.DEM files) as well as info for other bot makers which you can get from ftp.cdrom.com /pub/idgames2/quakec/bots/qcbot002.zip The bot has pretty good movement as I've managed to make it move almost (heh 99%) like a real player. It also doesn't make any splash sounds or the monster landing thud - this is done using pure QuakeC code - no additional sound files etc whatsoever, oh yeh and it also goes on the Quake Rankings Screen (that means that it show its name/frags on the scorecard like a real player does). One final thing about the bot info, I've recently got a 486 :( for multiplayer testing and can you believe I forgot to mention that when a player enters the game, he must be sent all the update name/frags etc msgs for each bot in the game - oh and heh whats the point of saying <= 15 (for 0-15, 16 players) if "maxplayers" (why can't maxplayers be got via cvar?) is set to 8! I've worked out a way to get the number of client numbers available, see me on IRC and I'll be happy to pass along the information. Currently I have no email address but since I seem to spend more and more time on the internet, I've decided I'd better take the plunge again and get one. Oh yeah speaking of bots - I got a copy of the latest ZeusBot - this bot is really really really amazingly good!!! I can't believe the work thats been done since its first incarnation, its now at the top of my list of best bot release (a little bit of info for the author of ZeusBot (one of my cats is called Zeus!) - Quake only moves a real player, a maximum of 10% of sv_maxspeed every frame (unless his velocity is higher than sv_maxspeed, say he was hit by a rocket or summit), so if sv_maxspeed is 320 then the maximum distance a player can move is thus 32 - heh think about that and I'm sure you'll work out how to get very very smooth bots). Quake Rules The Cosmos! Copyright Notice ================ QUAKE(r) is a registered trademark of Id Software, Inc. QUAKE(r), the stylized reproduction of the QUAKE(r) trademark, including, without limitation, the Q in QUAKE(r), and the images depicted in QUAKE(r) are the copyrighted property of Id Software, Inc. This patch is Copyright (C) 1997 by Alan Kivlin.