January 09, 2000
In this news update: assistance for CGF fans experiencing CGF Launcher problems, and
information about my experiments with vehicles in (Action) Quake2.
CGF Launcher Problems
Ross, CGF Launcher creator, provided me with new documentation for the CGF Launcher.
(You can get it from the downloads page).
The documentation covers a number of problems reported lately. Probably the most
frequently reported one is:
'Subscript out of range. - Error 9'.
The real problem behind this cryptic message is that the Launcher is unable to find
missions. In other words, the launcher hasn't been set up with the correct path to
the CGF missions.
You correct this problem as follows:
- Run "Uninstall.exe" in the Launcher directory (this does not remove the
Launcher, only the setup information)
- Run CGF Launcher again and re-enter the setup information, making sure
everything is 100% correct and then proceed to load CGF Launcher.
Note that the CGF missions typically are located in the 'action\missions' subdir of
your Quake2 directory. You need to fill out the complete path.
We don't mind assisting you getting CGF to work provided you've made a decent
effort to download and read the accompanying documentation.
Ross is also working on supporting the new CGF weapons in his launcher (so you can
finally take your Barrett into every mission you need it).
Vehicles in Action Quake2
Quake2 basically provides 'train' like vehicles that follow a straight path along
a few 'path_corner' way points. This suffices, indeed, for trains (for example, in
the 'riot2' map by Ellusion) and elevators (for example, in the 'asylum' map by
Holy Goat).
However, these basic Q2 'trains' limit mappers to 'straight line' vehicles, lacking further
operating parts such as doors, breakable windows, etc. ('theist', by Steelhorn, is
a great map featuring an escape vehicle, and 'beachassault' features a chopper).
I fancied something more like an armored personnel carrier: capable of both straight
line and cornering movement, with an ramp (door) that can be operated whether driving
or not, and capable of carrying things such as buttons and rotating parts.
After a week of studying, modifying and fighting the Q2 physics and WorldCraft, I
managed to get something going.
The good news: I created a working APC, which I can
enter, ride, and exit. I can manipulate rotating ramp door via the vehicle's buttons (driving
or not), and the vehicle features a continuously rotating radar 'dish'.
The bad news: the Q2 physics seem to have a few limitations. When you ride the vehicle,
your view angles don't turn when the vehicle turns. And you cannot ride on the the ramp door,
when open.
Sometimes, you see a few artifacts because the vehicle parts don't move fully synchronized.
I'm willing to finalize the vehicle support (for both CGF and an AQ2 1.52 variant),
provided a few 'renowned' mappers are willing to add vehicles to their maps. If you've
crafted a few good AQ2 maps and you're enthusiastic about adding some 'real' armor,
choppers, or landing crafts to your map, let me know.
Miscellaneous
Since there is some interest in my desktop background (a 'Quake Scene Builder' constructed
set with a SEAL team consisting of Q2 males, featuring standard and new AQ2 weapons), it is now
available via the image above (at 1152 x 864).
William
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