Search found 924 matches

by goldenboy
Thu Jan 01, 2009 9:05 am
Forum: QuakeC Programming
Topic: Custom light entities (for use in level design)
Replies: 16
Views: 4148

You might want to bump MAX_STATIC_ENTITIES and a couple others of that type, too. You'll also want the packet overflow fix.
by goldenboy
Fri Dec 19, 2008 2:29 pm
Forum: Engine Programming
Topic: Engine feature ideas
Replies: 9
Views: 2874

Rockets emitting sound
True underwater ambient
by goldenboy
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...
by goldenboy
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...
by goldenboy
Wed Dec 17, 2008 5:52 pm
Forum: Mapping
Topic: Origin Brushes
Replies: 13
Views: 5174

Interesting, thanks. I can see that neither treeqbsp nor txqbsp support any "weird" content types, only clip. Oh well, after reading your post, a couple light bulbs went on. How much does the engine have to support? I guess quite a bit more? Hopefully, we can switch RMQ totally to origin b...
by goldenboy
Sun Dec 07, 2008 1:25 pm
Forum: General Discussion
Topic: Introduction Thread
Replies: 124
Views: 53873

Interesting. Thanks for the little history lesson, Irritant.

Thick skin seems to be a requirement :-/

gb
by goldenboy
Fri Dec 05, 2008 9:31 pm
Forum: QuakeC Programming
Topic: QC Tutorials for absolute beginners
Replies: 41
Views: 23476

Well done Mauve.

Boy, would the journey have been easier with these.

It's quite a high speed ride though, newcomers will need to read these several times to "dig" it. Chock full of info.

I look forward to more :)
by goldenboy
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...
by goldenboy
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, ...
by goldenboy
Fri Dec 05, 2008 1:39 am
Forum: General Discussion
Topic: Introduction Thread
Replies: 124
Views: 53873

Coming from func_ I feel right at home after that post.
by goldenboy
Thu Dec 04, 2008 7:11 pm
Forum: Engine Programming
Topic: Proposal - Protocol Extensions
Replies: 8
Views: 2511

whatever you do, please document it.
by goldenboy
Wed Dec 03, 2008 11:19 pm
Forum: General Discussion
Topic: Best DM maps???
Replies: 6
Views: 1638

I like anything by gibbie, but I'm not an online player. For testing, I also use dm6 and dm3.
by goldenboy
Wed Dec 03, 2008 6:49 pm
Forum: General Discussion
Topic: Introduction Thread
Replies: 124
Views: 53873

that "B" looking thing You mean "ß"? That would make your nick pronounced like "Metsssteekel" (evil German accent). I'm gb, short for the unspeakably stupid moniker I gave myself way back when, because I really couldn't think or cared to think about anything better. Wh...
by goldenboy
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...
by goldenboy
Mon Dec 01, 2008 4:40 am
Forum: Mapping
Topic: How to create rotating doors?
Replies: 70
Views: 33076

Right. Wouldn't it be simplest to rip the rotating door from Half-Life or Q2, and add support for origin brushes to one of the map compilers?

Theoretically, that should work?

Does the engine have to support origin brushes, too, or is it purely a map compiler thing?