Search found 31 matches

by Karatorian
Sat May 21, 2011 9:01 pm
Forum: QuakeC Programming
Topic: Quake C documentation
Replies: 11
Views: 2847

Missing Option

What, there's no option for "Read Engine Source Code"? That's what I use. Well, most of the time I use a mix of things (usually whatever Google brings up). However, whenever I really need to know how things work, I use the source.
by Karatorian
Sun Sep 05, 2010 7:44 pm
Forum: QuakeC Programming
Topic: Quake remembers my Movements...
Replies: 5
Views: 1229

These behaviors are all caused by something pretty basic, failing to clear self.impulse after declining to act on it's value, which causes the value to be there the next time the impulse handler is called. In the case of the default attack_finished, the reason is that W_WeaponFrame (called from Play...
by Karatorian
Sun Aug 29, 2010 12:42 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6071040

Those images sure are pretty, but the lighting in the second two shots looks kinda off. The bright spots just look like they're being lit from out of nowhere, like there's just a radius light nearby, with no identifiable source. If that's supposed to be sunlight coming in from behind the viewer, it ...
by Karatorian
Wed Aug 25, 2010 4:47 pm
Forum: QuakeC Programming
Topic: Reload Help
Replies: 16
Views: 3971

The animation frames are actually just functions with some syntax sugar. So, all you have to do is call the first one in the sequence. This tutorial, while at it's core about adding a monster behavior, has a nice introduction to how animation in Quake works. http://web.archive.org/web/20070828074551...
by Karatorian
Tue Aug 24, 2010 11:26 am
Forum: Modeling
Topic: Trickle's Vwep Wisdom?
Replies: 36
Views: 12527

Ok, I'll bite, how is it done?
by Karatorian
Tue Aug 24, 2010 7:53 am
Forum: Modeling
Topic: Trickle's Vwep Wisdom?
Replies: 36
Views: 12527

In regards to Baker's desire to automate this process. I have an idea that might work, although, it would require some fairly advanced programming. The idea is to basically preprocess the the models using the MD3 attachment system. The program would load the player model and each weapon model. For e...
by Karatorian
Tue Aug 24, 2010 7:09 am
Forum: QuakeC Programming
Topic: Reload Help
Replies: 16
Views: 3971

The animation frames are defined in "player.qc". If you wish to add additional animations, you'll need to define the frames and their sequence. The syntax for this is a little obscure, but it's very powerful, as an animation frame can also execute arbitrary code (such as playing the reload...
by Karatorian
Tue Aug 24, 2010 6:58 am
Forum: QuakeC Programming
Topic: slo mo replays?
Replies: 15
Views: 3007

As mentioned before, this couldn't really be done from QuakeC, however, it seems that with minor engine modifications, it would be possible. As Quake already has robust demo recording facilities, the basic capability to implement such a system already exists. What would be needed is a way to trigger...
by Karatorian
Mon Aug 23, 2010 9:37 am
Forum: General Discussion
Topic: Introduction Thread
Replies: 124
Views: 53155

I suppose I should drop a little note in here. My name is Levi Aho and I've been writing code for many years now. I got into Quake as it was one of the earliest games with good Linux support and low hardware requirements. By the time I really got into it, it was a few generations old, but still a gr...
by Karatorian
Mon Aug 23, 2010 8:45 am
Forum: Engine Programming
Topic: [Engine Standard] Water Alpha
Replies: 41
Views: 6444

I think frag.machine is onto something here. I agree with his reasoning for two reasons. First, it avoids the kludgy overloading of an already existing cvar. Secondly, using a different variable would avoid the problem that Spike pointed out, namely, an existing r_wateralpha being stashed away in a ...
by Karatorian
Sun Aug 22, 2010 8:18 am
Forum: QuakeC Programming
Topic: I need some help getting started.
Replies: 19
Views: 3542

While the theme of quake is dark, there are only a few items that could be considered "satanic", those being the "pentacle of protection" and some textures. Of those, I'd say, only the pentacle is really objectionable, as the protagonist is openly using it's unholy powers, and th...
by Karatorian
Sun Aug 22, 2010 3:21 am
Forum: QuakeC Programming
Topic: I need some help getting started.
Replies: 19
Views: 3542

What you're looking for is called a total conversion. I don't know of any of the sort you're looking for off hand, but there's sure to be some out there. Googling for "quake total conversion" or something similar might turn up results. However, I'd suggest that you just suck it up and stic...
by Karatorian
Sun Aug 22, 2010 3:08 am
Forum: General Discussion
Topic: [release] Hellsmash Beta 3
Replies: 149
Views: 40580

This is a really cool mod. What I've played of it so far has been cool. However, the difficulty seems too high. Perhaps I just suck, but I keep dying repeatedly even on easy. The problem seems to be the amount of damage the better monsters (especially some of the enforcers) do per hit. The quantity ...
by Karatorian
Sat Aug 21, 2010 8:51 pm
Forum: QuakeC Programming
Topic: Quick CSQC question
Replies: 14
Views: 2102

Well, if I recall correctly, the server framerate is usually 72 fps. That's actually faster than what I usually get client-side (yes, I know my hardware sucks), so it should be as smooth (on my setup) as anything else in the world. On the other hand, I can see how it would be a problem, in some situ...
by Karatorian
Fri Aug 20, 2010 6:12 am
Forum: QuakeC Programming
Topic: Quick CSQC question
Replies: 14
Views: 2102

Sajt wrote:Urrrr, except the solutions mentioned are not practical in any way unless you're setting the camera angle once and for all
Why aren't they practical? You could abstract it and send the update every frame in PlayerPostThink or something. Or is there something I'm missing?