Search found 21 matches
- Thu Dec 06, 2012 6:41 pm
- Forum: Gameplay & Design
- Topic: Asking some ideas for a small game, "Propulsion"
- Replies: 13
- Views: 9147
Re: Asking some ideas for a small game, "Propulsion"
May I add some updates? I've made what I wanted to do, a "time trial" mode. Although it is relatively incomplete (and without any security checks, like a CRC in the record file to be sure the map has not been modified since), it is done, although I took much more time on the PSP. (the reas...
- Fri Nov 30, 2012 8:59 pm
- Forum: Gameplay & Design
- Topic: Asking some ideas for a small game, "Propulsion"
- Replies: 13
- Views: 9147
Re: Asking some ideas for a small game, "Propulsion"
Well, according to the piece of code you've provided, I only had to call this to update the v_angle both from the camera and the player (but still update the player's view with PrePlayerThink). I always thought that "angles" were the view of the player, but not the angles from the model......
- Fri Nov 30, 2012 3:47 pm
- Forum: Gameplay & Design
- Topic: Asking some ideas for a small game, "Propulsion"
- Replies: 13
- Views: 9147
Re: Asking some ideas for a small game, "Propulsion"
Thanks for the hint ; although it does not fix the angles's position when I'm switching from the player to the camera, and vice-versa (problem: the camera's angles have the player's angles, even if I'm modifying angles). Anyway, I've added some new triggers (with time trial), and added an ingame tim...
- Thu Nov 29, 2012 7:44 pm
- Forum: Gameplay & Design
- Topic: Freeze techniques
- Replies: 4
- Views: 5487
Re: Freeze techniques
My personnal answer would be "Freeze when having low HP" . The lower the HP, higher would be the chances to freeze a player. Of course, the freeze time would differ with the player's HP. Anyway, I also like Supa's suggestions. The blue dynamic viewblend can be a nice feature, as well as th...
- Wed Nov 28, 2012 2:08 am
- Forum: Gameplay & Design
- Topic: Asking some ideas for a small game, "Propulsion"
- Replies: 13
- Views: 9147
Re: Asking some ideas for a small game, "Propulsion"
After some hours of wondering how I could do it, I finally managed to make it! Thanks again mankrip, you gave me a great idea of how you can do it! But after restricting weapons in freecam, I imagine it is really buggy, ahah... anyway, I just have another problem. After saving my models, the main er...
- Tue Nov 27, 2012 9:23 am
- Forum: Gameplay & Design
- Topic: Asking some ideas for a small game, "Propulsion"
- Replies: 13
- Views: 9147
Re: Asking some ideas for a small game, "Propulsion"
Hum, that is difficult to put it in place... I've tried some things by myself with entities, but it doesn't work... But, if I'm understanding well, I should make two new entities (.entity player; , and .entity camera; ) ; replace every occurence in client.qc ; Then, spawn a camera entity in PutClien...
- Mon Nov 26, 2012 4:26 pm
- Forum: Gameplay & Design
- Topic: Asking some ideas for a small game, "Propulsion"
- Replies: 13
- Views: 9147
Re: Asking some ideas for a small game, "Propulsion"
I have tried it right now, and I must say it sure is simple and really fun, indeed! Now I'm cleaning a bit my personnal mess (as well as the Quake 1.06 Progs). But there is a small question I'm asking: How could I make a special freecam? I mean, here is the steps I'm trying to do: 1) If I press &quo...
- Sun Nov 25, 2012 1:36 pm
- Forum: Gameplay & Design
- Topic: Asking some ideas for a small game, "Propulsion"
- Replies: 13
- Views: 9147
Re: Asking some ideas for a small game, "Propulsion"
Thanks about the textures fact gnounc! Well, I could have another way, to use some funcs (func_freeze, or func_ice for exemple to change instantly friction for exemple...) , that shouldn't be really hard (except maybe for func_bodyhook_target, who knows if it could work?...) Anyway, most of the feat...
- Sun Nov 25, 2012 12:57 am
- Forum: Gameplay & Design
- Topic: Asking some ideas for a small game, "Propulsion"
- Replies: 13
- Views: 9147
Asking some ideas for a small game, "Propulsion"
Hi people! After working 2/3 loooong days on my personnal engine, I would like to chill up a little more, making a small but simple project that I'm working on. The mod is called "propulsion". As you may have understood, it is a small game where propulsing yourself is the key to end levels...
- Tue Nov 20, 2012 8:37 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6114631
Re: What are you working on?
I'll answer exactly like ceriux, even if the right one seems better to my eyes... Anyway, in my quest of having a highly "basic" and optimised Quake Engine, I'm analysing the Quake 1 Net_ protocol, both on PSP & PC version, and trying to simplify the code itself. I also removed any ins...
- Sun Oct 28, 2012 1:52 pm
- Forum: Engine Programming
- Topic: Showing new ammovalues on the HUD??
- Replies: 3
- Views: 3027
Re: Showing new ammovalues on the HUD??
I made that previously on an older thread (with altammo and recording problem), so here's what you globally have to do: (I modified some things in order to be a bit "lazyier" for future weapon modifications, but it does work on stock engines) ============================== ENGINE MODIFICAT...
- Thu Oct 04, 2012 9:13 am
- Forum: Engine Programming
- Topic: Some help about vectors and coordinates
- Replies: 4
- Views: 1582
Re: Some help about vectors and coordinates
No Baker, you get it totally wrong. I'm not going to make a client-side bot (and I don't know why you thought of that). As I just said above, I am just trying to understand how to make a goldeneye 64-like aiming system, in order to understand simply how to translate a screen coordinate into a vector...
- Wed Oct 03, 2012 11:56 am
- Forum: Engine Programming
- Topic: Some help about vectors and coordinates
- Replies: 4
- Views: 1582
Some help about vectors and coordinates
Hello everybody, I am trying to make some basic modifications to the quake engine, in order to understand a little more vectors and aiming, but without any help of other ports. As you have maybe noticed, when we fire something, the coordinates are always right into the center of the screen, no matte...
- Thu Mar 08, 2012 10:56 am
- Forum: QuakeC Programming
- Topic: Progs.dat can read client's vars?
- Replies: 18
- Views: 4974
Re: Progs.dat can read client's vars?
Well, for exemple, i want to check the values of the cvar "fov". The idea would go in this way : 1- check the current fov value from the client. 2- check if that value is not under or above the given limits, lets say 50 and 130. 3- if those limits have been exceeded, make a stuffcmd to the...
- Thu Mar 08, 2012 12:35 am
- Forum: QuakeC Programming
- Topic: Progs.dat can read client's vars?
- Replies: 18
- Views: 4974
Progs.dat can read client's vars?
Hi everyone, After writing some ideas I had in mind in QC, I am getting blocked on a specific problem, mostly about game security: I would like to check if a client got a cvar value, and print it into my console. Exemple : /* ======= GetCVAR functions Gets a client's cvar value (str / float). ======...