Search found 924 matches
- Thu Jan 01, 2009 9:05 am
- Forum: QuakeC Programming
- Topic: Custom light entities (for use in level design)
- Replies: 16
- Views: 4148
- Fri Dec 19, 2008 2:29 pm
- Forum: Engine Programming
- Topic: Engine feature ideas
- Replies: 9
- Views: 2874
- Fri Dec 19, 2008 12:59 pm
- Forum: Mapping
- Topic: Origin Brushes
- Replies: 13
- Views: 5174
http://www.quaketastic.com/upload/files/misc/rotation.7z There is a bsp, map, wad and progs.dat with source. Good luck hacking the map compiler. I'll gladly join the fray, but not now. May I suggest Treeqbsp as a basis for the hackery. May I further pimp bjptools: http://qexpo.tastyspleen.net/upload...
- Thu Dec 18, 2008 10:19 am
- Forum: Mapping
- Topic: Origin Brushes
- Replies: 13
- Views: 5174
RMQ has the func_door_rotating from Quakelife, and for the rotation testing I used FTE (there is a testmap, of course not compiled with a proper map compiler yet). It does rotate, just not around the right origin. Don't know if FTE supports origin brushes though, might have to use that (cool) tutori...
- Wed Dec 17, 2008 5:52 pm
- Forum: Mapping
- Topic: Origin Brushes
- Replies: 13
- Views: 5174
- Sun Dec 07, 2008 1:25 pm
- Forum: General Discussion
- Topic: Introduction Thread
- Replies: 124
- Views: 53873
- Fri Dec 05, 2008 9:31 pm
- Forum: QuakeC Programming
- Topic: QC Tutorials for absolute beginners
- Replies: 41
- Views: 23476
- Fri Dec 05, 2008 8:24 pm
- Forum: General Discussion
- Topic: Possibility to exceed sv_maxspeed by various techniques
- Replies: 44
- Views: 7974
You somehow accelerate while turning/circle strafing. No need to jump at all, you can easily reach speeds well over 400 without ever pressing jump just by strafing and turning in the same direction. In QW, it's just much simpler to endlessly accelerate while jumping. In NQ, you have to keep pressing...
- Fri Dec 05, 2008 2:19 am
- Forum: QuakeC Programming
- Topic: How do I make gun?
- Replies: 11
- Views: 3558
I think there are two parts: a) the basics of a C-like programming language (many might actually have these - if not, get these first) b) the basics of QuakeC as related to Quake. What happens when a client connects to a server, what is protocol 15, which functions does a monster call when spawned, ...
- Fri Dec 05, 2008 1:39 am
- Forum: General Discussion
- Topic: Introduction Thread
- Replies: 124
- Views: 53873
- Thu Dec 04, 2008 7:11 pm
- Forum: Engine Programming
- Topic: Proposal - Protocol Extensions
- Replies: 8
- Views: 2511
- Wed Dec 03, 2008 11:19 pm
- Forum: General Discussion
- Topic: Best DM maps???
- Replies: 6
- Views: 1638
- Wed Dec 03, 2008 6:49 pm
- Forum: General Discussion
- Topic: Introduction Thread
- Replies: 124
- Views: 53873
- Mon Dec 01, 2008 7:38 pm
- Forum: Mapping
- Topic: How to create rotating doors?
- Replies: 70
- Views: 33076
Thanks for the link Metch. It's starting to come together. So you'll need the QC for it, the engine support which should largely be there, and map compiler supporting origin brushes. Since I wasn't around way back when, I don't have the full overview over QuakeSrc stuff. I'm reading up though. I thi...
- Mon Dec 01, 2008 4:40 am
- Forum: Mapping
- Topic: How to create rotating doors?
- Replies: 70
- Views: 33076