Search found 60 matches

by Swift
Wed May 25, 2011 6:30 am
Forum: General Discussion
Topic: How to use different "gravity" for some entities i
Replies: 12
Views: 4695

Pretty much.

K = (1/2)m v^2
Keeping initial energy constant (from the kick)- increasing m decreases v.
by Swift
Tue May 24, 2011 6:36 pm
Forum: General Discussion
Topic: How to use different "gravity" for some entities i
Replies: 12
Views: 4695

I'm well aware of Newtons laws - it was the OPs verbiage that threw me. "Thats why I searched for a way to increase their weight by increasing the gravity for them. " Anyway, if the gibs are flying off too hard, wouldn't you want to reduce the inital velocity, instead of increasing gravita...
by Swift
Sun May 22, 2011 5:02 am
Forum: General Discussion
Topic: How to use different "gravity" for some entities i
Replies: 12
Views: 4695

I haven't looked at the QC source in a long while - but this thread makes it sound like gravity is some (global) scalar field related to mass.

As opposed to acceleration caused by gravitation.

Makes me wonder about Carmacks formal education. So yeh, I is. : ]
by Swift
Sat May 21, 2011 11:41 am
Forum: General Discussion
Topic: How to use different "gravity" for some entities i
Replies: 12
Views: 4695

Wouldn't this make more sense if it were called 'mass' instead?
by Swift
Sat Apr 30, 2011 12:30 pm
Forum: General Discussion
Topic: (DP) Improved flashlight
Replies: 6
Views: 2664

You're better off giving your variables names that convey their meaning or function. local float a, b, c, d, e, f, g, h; conveys nothing. On the other hand: vector v1; float distance, brightness, radius; Is a lot easier to understand and debug. Moreso your vector algebra is way off. Consider - trace...
by Swift
Thu Apr 28, 2011 7:14 pm
Forum: General Discussion
Topic: (DP) Improved flashlight
Replies: 6
Views: 2664

a = trace_endpos_x - source_x; if (a < 0) a = a * -1; b = trace_endpos_y - source_y; if (b < 0) b = b * -1; c = trace_endpos_z - source_z; if (c < 0) c = c * -1; d = (a + b + c) / 3; Averaging the three components? That seems wrong. vec v1 = trace_endpos - source; float distance = vlen(v1);
by Swift
Fri Feb 04, 2011 12:32 pm
Forum: Engine Programming
Topic: CSQC, MenuQC, effectinfo.txt, skeletal models -> Makaqu
Replies: 21
Views: 4218

Has LordHavoc actually said that he is going to port DP to the PSP2?
by Swift
Thu Jan 27, 2011 4:15 am
Forum: General Programming
Topic: Stocking GLQuake with better Model Formats...
Replies: 6
Views: 2926

Re: Stocking GLQuake with better Model Formats...

Hello everyone, after some Quake Engine Coding, and preparing Operations with some newer Tests on Quake, i really hate the Quake Model format's Vertex Animations and sucked up quake palette skin. I was looking around here, and on quakesrc tutorials about implentation support for MD3 or so. And beca...
by Swift
Fri Jan 14, 2011 8:19 am
Forum: General Discussion
Topic: DarkPlaces Beatiful Shots
Replies: 37
Views: 8982

No probs :
Cheers. I'm quite fond of #6. Looks lush.
by Swift
Thu Jan 13, 2011 3:25 pm
Forum: General Discussion
Topic: DarkPlaces Beatiful Shots
Replies: 37
Views: 8982

You should at the very least annotate which mod each screenshot is from to give credit.
by Swift
Sat Jan 08, 2011 5:42 pm
Forum: General Discussion
Topic: Platform 'program-manager' repositories
Replies: 16
Views: 4297

Secondly, only the engine is free - the content is still copyrighted. This means that you're not allowed to distribute Quake itself. Wouldn't a sufficiently mature "Quake Remodeled" project combined with Romeros released MAP files sidestep this whole issue? Edit: Although I suppose there ...
by Swift
Sun Jan 02, 2011 3:31 pm
Forum: General Discussion
Topic: Know what i would like to see?
Replies: 75
Views: 24365

And where does using 3rd party, open source compiling tools stand? Is the format itself considered part of the SDK? You'd really need to ask a lawyer about that. There is historical precedent allowing clean room back-engineering. Presumably Ender employed these methods when he released his version ...
by Swift
Sat Jan 01, 2011 6:50 am
Forum: General Discussion
Topic: Know what i would like to see?
Replies: 75
Views: 24365

http://am.half-lifecreations.com/forums/index.php?topic=535.0 Hi. I want to show a very interesting engine Smiley. Xash a separate engine. Now at the stage of beta. One of its features, support for half-life client, server, models, sounds, sprites e.t.c. Map format: q3bsp Included as a port SoHL 1....
by Swift
Thu Dec 30, 2010 2:12 am
Forum: General Discussion
Topic: Know what i would like to see?
Replies: 75
Views: 24365

Re: Know what i would like to see?

Ranger366 wrote:Xash3D (GoldSrc Engine built "from Scratch" by Uncle Mike)
What's this? When I google all I see is a bunch of Russian.
by Swift
Fri Nov 05, 2010 3:38 am
Forum: QuakeC Programming
Topic: <New coder needed for conscript>
Replies: 55
Views: 8796

The thing is, Darkplaces has a nice big QuakeC extensions wishlist that makes it easy on the modders. On the other hand, the half dozen PSP-Quake triple-A remake projects I've seen, seem to be struggling to get the basics done under the engine limitations. Most successful projects (with the exceptio...