Search found 266 matches

by Lardarse
Wed Jun 29, 2011 11:15 am
Forum: Gameplay & Design
Topic: Zombie types
Replies: 14
Views: 15026

For generating zombies, there is the obvious first thing of making every monster just be converted into a zombie immediately, just have that entity point to the variety of zombie you would like it to be (or roll the dice and pick from one of a few zombie types). Further to this, in each monster's s...
by Lardarse
Tue Jun 07, 2011 6:26 am
Forum: QuakeC Programming
Topic: -zone to prevent crashing
Replies: 21
Views: 5922

mh wrote:malloc (calloc actually)
What's the difference?
by Lardarse
Mon Jun 06, 2011 10:54 am
Forum: Gameplay & Design
Topic: Playing without a mouse
Replies: 7
Views: 6877

I think LordHavoc plays using gamepad sometimes. I know that Polarite (QuakeOne regular, runs a few servers in Europe) used to, not sure if he still does.
by Lardarse
Sat Jun 04, 2011 6:07 am
Forum: Programming Tutorials
Topic: Loading External .Ent Files
Replies: 18
Views: 10111

I also remember that tool. QExpo 2008, I believe. Sadly, I do not remember who it was either.

Exporting in .ent/.map format using FRIK_FILE would seem to be the way to go, if anyone ever finds it, finds the source, and feels like working on it.
by Lardarse
Sun May 29, 2011 3:33 am
Forum: Engine Programming
Topic: Engine Philosophy Discussion
Replies: 40
Views: 8750

True, but I'd argue that QuakeC is syntactically unique compared to those others, given its quirks. (No ints being the main one; the way functions are declared is slightly weird, but makes sense once you think about it)
by Lardarse
Tue May 24, 2011 12:27 pm
Forum: General Discussion
Topic: How to use different "gravity" for some entities i
Replies: 12
Views: 4678

Swift wrote:Wouldn't this make more sense if it were called 'mass' instead?
No.

The mass of an object does not change how fast it accelerates. There's a fairly fanmous experiment involving a tennis ball and a cricket ball that demonstrates this.
by Lardarse
Fri May 20, 2011 4:48 am
Forum: Engine Programming
Topic: Fixed point Quake
Replies: 5
Views: 1943

It could be feasible if it was using 16.16 fixed point numbers. Or more accurately, 15.16 signed fixed point numbers (so you get +/- 32768 ish). I have a feeling that the Doom engine does something along these lines...
by Lardarse
Thu May 19, 2011 4:02 am
Forum: QuakeC Programming
Topic: Normalized Random Numbers (Bell Curve)
Replies: 3
Views: 2722

Double posting for additional insight: The Box-Muller transform (Wikipedia it) allows you to generate random normals by using two random floats (you will need to filter out random floats that == 1), but it requires: # either sin() or cos() # ln() of a number between 0 and 1 # sqrt() (note that this ...
by Lardarse
Thu May 19, 2011 3:30 am
Forum: QuakeC Programming
Topic: Normalized Random Numbers (Bell Curve)
Replies: 3
Views: 2722

Binomial approximations of normal distributions are ok upto a point. Note that random() gives a float by default (you need to floor() or ceil() it, most usually the latter, to get an int). Also note that the most obvious way of combining random numbers: damage = (random() + random() + random()) * 10...
by Lardarse
Wed May 18, 2011 5:52 pm
Forum: QuakeC Programming
Topic: Owned: Bobbing Platforms (Tutorial)
Replies: 6
Views: 2455

Nice. Didn't think to use a sine table. That long mad elseif chain can be made more efficient (for matters of runaway loops). But other than that, good stuff. Edit: Mathlib sin uses radians, not degrees. sin (90) degrees == sin (M_PI / 2) radians. Actually, the other way around. The sin() builtin us...
by Lardarse
Tue May 17, 2011 10:57 pm
Forum: General Programming
Topic: Differences in Quake and Unreal
Replies: 8
Views: 4463

daemonicky wrote:Gee, it even has goto :shock: .
There's nothing wrong with goto. It's a useful tool to have, when it's needed. But it's not a hammer. Nor should it be used by one...
by Lardarse
Tue May 17, 2011 1:19 am
Forum: QuakeC Programming
Topic: Bobbing Platform (The Hard Question)
Replies: 7
Views: 2281

Re: Bobbing Platform (The Hard Question)

Let's say you have 3 or 4 platforms suspended in mid-air. Can they be made to bob via QuakeC? (func_platform_bobbing or whatever) "Q3-style" item bobbing (like in ezQuake or JoeQuake, cl_bobbing 1) uses the sin function to alternate through values between 0 and 1 with a circular kind of m...
by Lardarse
Mon May 16, 2011 2:52 pm
Forum: Engine Programming
Topic: Max number of entities.
Replies: 14
Views: 3071

What are the best existing released maps to use as a stress test? Marcher Fortress, Masque of the Red Death, pretty much anything by Tronyn in his Drake-enhanced revival. As for demos (wasn't asked for here, but listing anyway), bigass1 is the classic benchmark demo, but also consider qdq_1949. How...
by Lardarse
Mon May 16, 2011 12:51 am
Forum: Engine Programming
Topic: Perhaps better "world" interaction with mouse
Replies: 2
Views: 1476

PRYDON_CLIENTCURSOR (as documented in dpextensions.qc) is another way of doing this.
by Lardarse
Mon May 16, 2011 12:48 am
Forum: General Programming
Topic: Differences in Quake and Unreal
Replies: 8
Views: 4463

From what I know, somewhat similar. UnrealScript has both touch and untouch , QuakeC lacks the latter. UnrealScript also has ways of allowing you to say "do foo for 2 seconds, then do bar" without having to have a seperate functions for foo and bar and using think/nextthink to change betwe...