I tried to compile the ioQuake3 code again today. Unlike last time, several months ago, everything went relatively smoothly. I got the engine and DLLs working, though the binaries were almost double the size of the official ones. Apparently, that was to be expected, and there's no way for me to fix it (it can be fixed, but not by me, since there were no instructions in the guide).
Because I can now compile my code, I decided to go through it and play around. About 5 lines into "code\cgame\cg_playerstate.c", I was torn by just how much math is involved in this type of coding. I could get good at math again relatively easily, but as bad as I am now, I just gave up entirely after a few lines.
And that concludes that slightly anticlimactic story.
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I originally had a point in this post, but forgot what it was as I started writing. I just remembered it!
The first part was to get a demo of a really nice LG carry. I'm talking, battlesuit + handicap. I'm talking, 200 LG cells. The kind of carry that is just unheard of. After I have my eye-popping, jaw-dropping demo, I play around with the LG beam. The idea is to make it wobble, like some sort of visualization or something, to whatever audio is being played. With this in mind, it's only natural that something with huge bass sections, like dubstep, be used. This is probably the only sort of instance where dubstep should be allowed in a Quake-related video. Anywhere else is only a couple steps away from complete and utter blasphemy.
So, how does this relate to "going through some code for no reason"? Well, I downloaded a mod called q3osc yesterday. It takes whatever entity on the map, and turns it into some sort of sound. It's like a sonicification of whatever you're seeing, as opposed to a visualization of what you're hearing. The code has been released so if I knew what I was doing at all, I could integrate parts of it into wolfcam/q3/whatever, so that a track could be set in the map/demo/whatever (when playing back a demo, the audio track is parsed from the demo, as opposed to the bsp itself, where it's originally read from), and certain entities would be affected by the mod. This, or a bind to play a track, or some message inside a snapshot somewhere in the demo, or an "at" command, could be used to play a track and create this effect inside the game. To me, this seems like an incredibly complicated thing to code, which makes it 100% off-limits to me. It's an idea, though, so maybe someone can try it. Who knows.
Another way I could go about screwing with the LG is in post processing, obviously. There are probably some effects or plugins or something in Adobe After Effects, Audition, or FL Studio. I'm pretty much as inexperienced as you can get with all three programs, so it would take a lot of fiddling and learning to get something like this working, but I know it's possible. I would have to consult with a lot of people as well, because pre-written guides can never be as helpful as someone's tutoring in real-time.
This, along with my trans-map air-rocket super-goodness, are the two most complicated edits I've thought of so far. And I will make them work!
kinda like http://www.youtube.com/watch?src_vid=feWp6FrgUNU&feature=iv&annotation_id=annotation_485790&v=hDlif8Km4S4 ?
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