Search found 17 matches
- Fri Nov 09, 2007 12:33 am
- Forum: QuakeC Programming
- Topic: More code migraines from lack of quakeC lore
- Replies: 5
- Views: 2188
I am now aware of the error of trying to overload centerprint() like I suggested; frikQCC complained when I tried it. I've pulled the appropriate max health for each critter from the appropriate creature QC files. And now I have the function working. I had to make the code recognize Cthon and Shubby...
- Thu Nov 08, 2007 2:57 pm
- Forum: QuakeC Programming
- Topic: More code migraines from lack of quakeC lore
- Replies: 5
- Views: 2188
Okay, let's see if I understand what to do correctly: 1)Peel off the extra newline centerprint. 2)Fiddle with defs.qc to create concatenated string lines(I'll use the latter technique; it may be less elegant, but it's more universal) 3)Negate the FL_Monster check to its correct application 4)Alter m...
- Thu Nov 08, 2007 5:11 am
- Forum: QuakeC Programming
- Topic: More code migraines from lack of quakeC lore
- Replies: 5
- Views: 2188
More code migraines from lack of quakeC lore
I've run into yet another hive of bugs with my efforts at coding. I think the error results from my lack of understanding of how to use trace_ent, how to check for a flag, and how to bond strings. Not to mention general rustiness (I've been focused on other matters). The game seems to be ignoring my...
- Sat May 26, 2007 5:14 pm
- Forum: QuakeC Programming
- Topic: "Wee"
- Replies: 11
- Views: 6739
- Fri May 18, 2007 9:53 pm
- Forum: Mapping
- Topic: Map categorization query
- Replies: 2
- Views: 2859
Map categorization query
Why do Quake maps seem to be categorized by the textures used within them? I've seen categories such as 'metal maps', 'base maps', and the like, with the textures used apparently being the major discriminating feature. Is there an specific reason for this, or did I just miss a common Q1 design conve...
- Wed May 09, 2007 4:57 pm
- Forum: Modeling
- Topic: Prydon Modelling
- Replies: 155
- Views: 63703
If I wasn't as familiar with Quake as I am, you could possibly replace the green armor with the lammelar- it looks to fit right in, colors and all. It may not be as dirty, but it elsewise matches the rest of the environment. (You would have to replace the other two armors as well, though.) Well done.
- Sat Apr 28, 2007 7:02 pm
- Forum: Modeling
- Topic: Prydon Modelling
- Replies: 155
- Views: 63703
- Thu Apr 26, 2007 2:46 am
- Forum: Modeling
- Topic: Prydon Modelling
- Replies: 155
- Views: 63703
I find myself suddenly awaiting further releases. Queries: Why model the individual links on the chain? It looks good, I'll admit(skin included), Is that model going to be for 'inventory display' only, or am I incorrectly assuming that an effective maximum polycount for models in Quake exists? Secon...
- Sat Mar 03, 2007 5:34 am
- Forum: General Discussion
- Topic: Quake SP survey- kinda spammesque
- Replies: 12
- Views: 3007
Quake SP survey- kinda spammesque
Some questions I'm curious about: 1. How often do you* play vanilla Quake SP? 2. What difficulty setting? *- Plural, not singular. I would've generated a poll, but even with 3 options for the first question, I would have had to generate 12 poll responses. Why do I ask? Curiosity struck and an idea o...
- Tue Feb 20, 2007 6:44 pm
- Forum: General Discussion
- Topic: A Mod Idea
- Replies: 6
- Views: 1960
Several queries to potential developers, or FrikaC if he feels the need to respond: 1. FrikaC implies that the flare gun can be used to light up areas; i.e. its projectiles glow (or do something to create light). Does this mean that, if you fire it, you autodeplete your dark ammo? 2. The 'Blue' ammo...
- Sun Dec 03, 2006 3:53 am
- Forum: QuakeC Programming
- Topic: Noob setting too big a goal- would like assistance
- Replies: 4
- Views: 2550
- Sun Dec 03, 2006 1:18 am
- Forum: Gameplay & Design
- Topic: Non-Killy Weapons
- Replies: 32
- Views: 22949
There is an error in my impact physics from earlier: The player shouldn't slide, but instead bounce. My logic(Probably erroneous, but...) says that the relative damage value should still work, despite it being an elastic collision. Another idea: Super Coffee! If caught by a player(flung at him), it ...
- Sat Dec 02, 2006 6:48 am
- Forum: QuakeC Programming
- Topic: what we haven't really done yet
- Replies: 46
- Views: 16682
- Sat Dec 02, 2006 6:24 am
- Forum: Gameplay & Design
- Topic: Non-Killy Weapons
- Replies: 32
- Views: 22949
- Sat Dec 02, 2006 5:27 am
- Forum: QuakeC Programming
- Topic: Noob setting too big a goal- would like assistance
- Replies: 4
- Views: 2550
I read the comment Carmack (or whoever) planted in the code about T_Damage being the only proper damagesource, so I was intending to utilize that function. Thank you for making sure I noticed this. I didn't know about floor(), rint() or ceiling(), though. I should also note that the mod works now! I...