Search found 7 matches

by Mr Lenguini
Sun Jul 16, 2006 5:47 pm
Forum: General Discussion
Topic: An old unfinished mod for the good of the community
Replies: 1
Views: 1174

An old unfinished mod for the good of the community

I have an old, unfinished mod that I would like to upload somewhere so the most people can use it. The mod is far from complete but since I have no desire to finish the concept on the current platform. Complete source, some explaination as to how it all works and why it works that way, the map .rmf ...
by Mr Lenguini
Sat Sep 10, 2005 7:54 pm
Forum: QuakeC Programming
Topic: Problem with .GroundEntity
Replies: 5
Views: 2881

I really appreciate how fast you all here got back to me. That would explain why the .flags value went so high as well. Thanks.
by Mr Lenguini
Sat Sep 10, 2005 4:54 pm
Forum: QuakeC Programming
Topic: Problem with .GroundEntity
Replies: 5
Views: 2881

Problem with .GroundEntity

I've created a Lost Soul style enemy that flies around and shoots toward the player and causes touch damage when it hits him. The code works well except when the enemy hits the player from above the hitbox. When it does that, it gives the enemy a .groundentity field at which point it quits taking .v...
by Mr Lenguini
Mon Jan 10, 2005 3:17 am
Forum: QuakeC Programming
Topic: Smoothing out the angles on a camera
Replies: 4
Views: 3846

An Old Problem

So what your trying to say is there is absolutely no way around this in regular .qc based quake coding at all, right?
by Mr Lenguini
Sun Jan 09, 2005 2:46 pm
Forum: QuakeC Programming
Topic: Smoothing out the angles on a camera
Replies: 4
Views: 3846

Smoothing out the angles on a camera

I set up a cinematic where the camera circles an object while staying pointed towards it. I calculated the angle of the camera by camera.angles = vectoangles(targ.origin - camera.origin); where this is updated every cycle of the game, but the change in angle is only changing in whole units and looks...
by Mr Lenguini
Fri Oct 22, 2004 1:46 pm
Forum: General Discussion
Topic: Engine Mod Question
Replies: 7
Views: 6017

Err... not quite understanding the legality asect of it assuming I were to only play original music in my mod, is there something else that would be a legal catch? Anyways, how hard is it to implement into say Fitzquake or some equivalent?
by Mr Lenguini
Fri Oct 22, 2004 2:38 am
Forum: General Discussion
Topic: Engine Mod Question
Replies: 7
Views: 6017

Engine Mod Question

Are there any engines that support .mp3 format music? Preferably set up so that it could be changed from QC like cd tracks. If there is not, how hard would it be to implement?