The Ascension Of Vigil

Talk about Quake, Doom, Wolfenstein 3D, or other DC first person shooting game ports and mods for those games in here.
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Post by Tyne »

New version will be out soon, every bug has been fixed; I've play tested it many times over and I'm pretty satisfied with the mod. The big news is that it'll no longer require Quake to run as it's going completely stand alone.

This also means people can create nero and disc juggler images to easily distribute the mod! awesome!
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Post by DCmad »

Give me a good engine to go with it and i'll release a good selfboot image with autorun for windows users.

[offtopic]can some1 help me compile DarkPlaces for my linux machine?
I can run glxinfo and glxgears but when i try to run make cl-release or any of the make commands i get some function errors :(
For personal satisfaction, i ask for tips to compile it myself, but if someone can send me a precompiled binary, i think there's no objection anymore...[/offtopic]
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Post by Tyne »

New monster called a "Gaunt" has been added. These guys are magic users; they're able to cast a variety of different spells also, for example they are able push Vigil backwards far by simply flicking their finger at him, can cast Vigil's firebeam spell(!!) (although it's weaker but does a lot of damage), and can cast a simple fireball, or 3 fireballs at once! :)

Their weaknesses is their low amount of health which is around the same as a Knights although still a bit stronger, also their firebeam spell can hit other monsters aswell! It's best to rush them and stay close. Also they're able to run out of mana and they'll have to charge it up!
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Post by Tyne »

New version!

---

- The Ascension of Vigil is now STAND ALONE! .. Quake is no longer required, extract TAoV into its own directory ...
- Castle.bsp has been updated
- Numerous bug fixes / updates / changes
- Vigl's Slice Special has been completely recoded; you'll no longer see Vigil doing the sword spin twice or more times in a row, also it now has a recovery time, the animation flows better, and Vigil will pause waiting for the next attack input!
- New monster called a Gaunt which is a magic user
- New detail models
- Spin attack gives off shadows now
- Many internal changes and many animation tweaks!
- Firebeam has been modified, it hits more and deals more damage
- Camera zooms out when Vigil runs allowing the user to see farther

There's too many things changed & improved to list .. or remember! I recommend downloading and simply playing it ... be sure to check out castle.bsp ;)

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Being nailed by a Gaunt's Firebeam spell after being shot down by 2 Fireballs thrown from Horrors. Ouch!
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Post by Tyne »

Another new monster for the next version! .. I replaced Knights temporarily just to test these guys out. They're called "Arch Ghouls", they're magic users also similar to Gaunts! However their arsenal of spells is quite different and they're more powerful then Gaunts.

I'm also adding Air Blocking to Vigil next version, he needs it now.

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Post by law56ker »

I played your mod and am quite impressed, one thing that whould make it better though is if you could make the lead characters animation more lifelike, his neck and body seem stiff, is there anyway you can make him have a static animation and to make his body less stiff when he moves?
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Post by DCmad »

law56ker wrote:I played your mod and am quite impressed, one thing that whould make it better though is if you could make the lead characters animation more lifelike, his neck and body seem stiff, is there anyway you can make him have a static animation and to make his body less stiff when he moves?
Yep, i also would like someone contributed to improve Vigil's modeling, but i blame the nature of Quake for it.
It's quite old, you see. And the engine has a limited number of poligons per model. I heard somewhere that a good model has everything it needs to have within 500 polys.
And this it is a pain for the modeler. A game like Quake 3 provide more artistic freedom.
I'm sure Tyne's making the best he can because he's modeling, programing maping and bugfixing almost alone.
Kudos for Bl1tz and everyone helping him. But would be cool to have someone helping him with the models too.
If he wants it, of course.
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Post by Tyne »

The only real stiff animation I can see is his running animation (lack of head movement) which I plan to improve, any other animations you think I need to improve? I've revamped his defensive kick, it was lame; gonna revamp his block animations now also.
Last edited by Tyne on Thu Jan 06, 2005 8:42 pm, edited 1 time in total.
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Post by Tyne »

DCmad wrote: Yep, i also would like someone contributed to improve Vigil's modeling, but i blame the nature of Quake for it.
It's quite old, you see. And the engine has a limited number of poligons per model. I heard somewhere that a good model has everything it needs to have within 500 polys.
And this it is a pain for the modeler. A game like Quake 3 provide more artistic freedom.
I'm sure Tyne's making the best he can because he's modeling, programing maping and bugfixing almost alone.
Kudos for Bl1tz and everyone helping him. But would be cool to have someone helping him with the models too.
If he wants it, of course.
Hey, Corporal is 1600 polygons and Quake can display more (not sure how many more, but I'd say around 5000). The bugs in Starship Troopers: Rival Species are 2000+ polygons. I'm just using a low polygon model for Vigil to keep the framerate up as much as possible for Dreamcast! (Corporal lowered the FPS in RADQuake by 3-5), plus I enjoy animating the model also.
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Post by Imerion »

WoW! I haven't checked this thread for a while but now the game is really amazing! And it runs standalone! I am waiting for SBI Images! Btw, how did you make it standalone?
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Post by law56ker »

Tyne wrote:The only real stiff animation I can see is his running animation (lack of head movement) which I plan to improve, any other animations you think I need to improve? I've revamped his defensive kick, it was lame; gonna revamp his block animations now also.
I'll play it more and see what i can come up with, awesome job so far though.
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Post by Tyne »

remember to try the castle map :)
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Post by Tyne »

Imerion wrote:! Btw, how did you make it standalone?
Replaced all the regular Quake graphics with my own, put in pop.lmp into the /gfx/ directory and that was about it. You have to draw your own though, it's a good amount of work.
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Post by law56ker »

can you map buttons on the pc to a controller?
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Post by oggy@dcreload »

TAoV doesn't work with quake finito on my dreamcast , it freeze on the loading screen :?

should i've to try it with an another port ( from blackaura ? )
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Post by DCmad »

oggy@dcreload wrote:TAoV doesn't work with quake finito on my dreamcast , it freeze on the loading screen :?

should i've to try it with an another port ( from blackaura ? )
Did you tryed the latest build? The earlyer seemed not to work as expected.

And there's only 2 engines for dreamcast i'm aware of: RADquake final/finito and Titanium Studios QuakeDC. The port frrom BlackAura you'e talking is NxQuake wich don't have expectatives of come out so soon. I'd say to expect a new engine but don't know if it comes earlyer than NxQuake.
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Post by oggy@dcreload »

yes that's the latest build ( 6 megabytes ) , DL from here : http://www.dcemulation.org/phpBB/viewto ... sc&start=0
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Post by mankrip »

DCmad wrote:And there's only 2 engines for dreamcast i'm aware of: RADquake final/finito and Titanium Studios QuakeDC. The port frrom BlackAura you'e talking is NxQuake wich don't have expectatives of come out so soon.
There is a very old beta/preview version of nxQuake available, and there are also 2 ports from Bero: DCQuake (software-rendered) and GLQuake (hardware-rendered).

The first versions of RADQuake were basicly a mix of nxQuake and Sam Latinga's (sp?) SDLQuake with the compiler flags from DCQuake.
law56ker wrote:can you map buttons on the pc to a controller?
Yes. You can set everything via the "Customize Controls" menu, except the impulses for the block and the magic attack menu. You will have to type bind joy# "impulse 1" and bind joy# "impulse 2" in the console to set them. # is a number from 1 to 4.

Here's some useful info about the joystick support in the PC versions of Quake:
NEW NOTE FOR 1.08:
Joysticks are disabled by defualt now, due to problems on some systems without joysticks installed. Type "joystick 1" at the console, and everything will behave as documented here. This will be saved in your config file, so you will only have to do it once.

Description of Windows 95 Quake DirectInput support
By: FPgaming, Inc. (http://www.fpgaming.com) -- Creators of the Assassin 3D
File: JOYSTICK.TXT
Created: 02/21/97
(This may be more information than you ever wanted to know.)

The joystick support with Windows 95 Quake has been significantly enhanced. Standard joysticks, digital joysticks and new advanced controllers like the FPgaming Assassin 3D, the Logitech WingMan Warrior and the SpaceTec IMC SpaceOrb are all supported.

To make it work, just verify that your joystick or game controller is selected in the Joystick control panel applet and has been calibrated and tested, then launch Windows 95 Quake (WinQuake.exe or glquake.exe). For standard and new digital joysticks, WinQuake will detect the joystick and automatically configure it. For advanced controllers, you will additionally need to run a config file (or run it from your autoexec.cfg) prior to the device operating. This will set the advanced features for your particular device. This config file should be obtained from your game controller company. The config files for the comman game controllers are included below. If you don't want your joystick or game controller enabled, add '-nojoy' to your command-line.


Standard Joystick Support
The standard joystick support has been enhanced to provide the following:
1. proportional movement (the farther you move the stick, the faster you move)
2. support for up to 32 buttons (JOY1-JOY4 and AUX5-AUX32)
3. sensitivity setting for each control (allows tuning and inverting the control direction)
4. dead-zone setting for each control

The default joystick setting is for joystick left/right movement to control turning and for joystick forward/backward movement to control moving forward/backward. For optional strafing, add the 'sidestep' feature to one of your buttons (via the Customize menu). For optional looking, add the 'mouse look' feature to one of your buttons (also via the Customize menu).

Additionally, there are several features that you can set from the Options menu. 'Always Run' allows you change your maximum speed from walking to running. 'Invert Mouse' allows you to change the direction the joystick has to move to when looking up and down. 'Lookspring' enables automatic look-forward-when-moving. And, 'Lookstrafe' automatically enables strafing when the 'mouse look' button is pressed.

The following variables control your sensititivity settings:
joyforwardsensitivity - controls the ramp-up speed for moving forward and backward
joysidesensitivity - controls the ramp-up speed for moving side to side
joypitchsensitivity - controls the speed that you look up and down
joyyawsensitivity - controls the speed that you look left to right
You can set the sensitivity settings to negative numbers. This inverts the direction of movement for the control. The default sensitivity settings are 1 (or -1). There is no limit on the range; whatever feels good.

The following variables control your threshold settings:
joyforwardthreshold - controls the dead-zone for moving forward and backward
joysidethreshold - controls the dead-zone for moving side to side
joypitchthreshold - controls the dead-zone for looking up and down
joyyawthreshold - controls the dead-zone for looking left and right
The threshold settings allow you to control your dead-zone (or no-movement zone). The default threshold settings are .15 (meaning 15% of the full-range). The range of the threshold settings is from 0 to 1. Troublesome analog joysticks may need a larger number (like .2). Premium joysticks can use a smaller number (like .1).

The joystick sensitivity settings and the threshold settings are not saved after you quit your game as inadvertant settings can really hose your control. If you want to keep any changes, add them into your autoexec.cfg file.

If your joystick has a POV hat, the buttons are mapped to AUX29-AUX32. So, you get 8 buttons with the Logitech WingMan Extreme and 12 buttons with the Microsoft SideWinder 3D Pro, etc.


Advanced Controller Support
The following features have been added:
1. support for all 6 axes (X, Y, Z, R, U, V)
2. mapping of any axis to any control (Forward, Look, Side, Turn)
3. proportional movement for all controls
4. sensitivity setting for any control (allows tuning and inverting the control direction)
5. threshold setting for any control (allows dead-zone setting)
6. support for absolute controls (like joysticks) and relative controls (like trackballs and spinners)
7. support for up to 32 buttons (JOY1-JOY4 and AUX5-AUX32)

To make an advanced controller operate, you will need to get a config file from your game controller company. This file is typically placed in your quake\id1 directory and then it is called within your autoexec.cfg file. For example, if your config file is named gamectrl.cfg, place that file within your quake\id1 directory and add 'exec gamectrl.cfg' in your autoexec.cfg file. If you don't have an autoexec.cfg file, you can create one and just place this one line in it.

******************************************************************************
NOTE: The information below is for game controller companies to integrate their device and for anyone wanting to create a custom setup.

In addition to the above new variables, there are six more for axis mapping. These are:
joyadvaxisx - controls mapping of DirectInput axis X (typically joystick left and right)
joyadvaxisy - controls mapping of DirectInput axis Y (typically joystick forward and backward)
joyadvaxisz - controls mapping of DirectInput axis Z (typically joystick throttle)
joyadvaxisr - controls mapping of DirectInput axis R (typically joystick rudder)
joyadvaxisu - controls mapping of DirectInput axis U (custom axis - Assassin 3D trackball left and right, WingMan Warrior SpinControl and SpaceOrb roll)
joyadvaxisv - controls mapping of DirectInput axis V (custom axis - Assassin 3D trackball forward and backward and SpaceOrb yaw)
Each joyadvaxis variable can be set to the following controls:
0 = Axis not used
1 = Axis is for forward and backward movement
2 = Axis is for looking up and down (pitch)
3 = Axis is for side to side movement
4 = Axis is for turning left and right (yaw)
Additionally, each axis can be designated as an absolute axis (like a joystick) or a relative axis (like the FPgaming trackball or the WingMan Warrior SpinControl). Absolute axes are defined as having a stopping position whereas relative axes don't have a stopping position and just go around and around. To designate an axis as a relative axis, add 16 to the above control number. For example, to set the Assassin 3D's axis U to be looking left and right, type 'joyadvaxisu 20'. As another example, to make your rudder pedals contol turning left and right, type 'joyadvaxisr 4'. It's a bit complicated, but only needs to be done once.

The advanced axes variables will not have any effect until joyadvanced is set to 1.0. Additionally, any changes to the to the axes will not take effect until the joyadvancedupdate command is executed. So, the procedure for creating an advanced mapping is:
1. set 'joyadvanced 1'
2. make any desired mapping changes
3. make any desired sensitivity changes
4. make any desired threshold changes
3. call 'joyadvancedupdate'
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Post by Tyne »

TAoV works on RADQuake Finito, but you cannot put it in it's own mod directory for some reason, every time I tried it'd just freeze for me.
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Post by oggy@dcreload »

So where do I put your last release into quake/ID1

or keep original quake files in ID1 and place TAov files into quake/TAoV :?:
Visitez http://dcreload.free.fr : Tout ou presque sur la seconde vie de la dreamcast in french ;)
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