Search found 12 matches
- Wed Nov 19, 2008 10:58 am
- Forum: QuakeC Programming
- Topic: Arc of Death
- Replies: 3
- Views: 1567
I have making such a weapon in my mod long time ago, that mod was never released and it seems i completely lost it when my hard drive was crashed. Main problem of Arc-Of-Death Quake implementation is that it will be a bit more complicated, because of pure 3D quake has, in other words, while moving t...
- Fri Oct 31, 2008 6:01 am
- Forum: General Programming
- Topic: Shader help (Darkplaces)
- Replies: 2
- Views: 3080
Currently darkplaces do not allow more than 2 stages for shader, one of stages is lightmap. But there is a semi-hacky way to do layers, it works just fine. Use q3map_cloneShader <shadername> - this is compiler directive that lets q3map2 to place cloned surface infront of current with different shade...
- Fri Oct 10, 2008 12:29 pm
- Forum: QuakeC Programming
- Topic: DP Post Processing Effects
- Replies: 6
- Views: 2743
- Fri Oct 10, 2008 9:47 am
- Forum: QuakeC Programming
- Topic: DP Post Processing Effects
- Replies: 6
- Views: 2743
DP's postprocess effects HAS dynamic parms - it's the r_glsl_postprocess_uservecX cvars, there is 4 vectors, totally holding 16 parms. This cvars can be set dynamically by CSQC, or stuffcmd'ed with SVQC. In Deluxe Quake i just set all r_glsl_postprocess_uservec every frame in CSQC To enable this par...
- Fri Oct 03, 2008 8:28 am
- Forum: QuakeC Programming
- Topic: Dynamic registering of extensions
- Replies: 5
- Views: 1782
Spike wrotes: your strlwr implementation just returns the original string Yeah, though it's easy to write a working QC alternative for qc_strtolower or redirect it to FTE_STRINGS extension. /* ======================================== FTE_STRINGS override DP's strtolower/strtoupper by FTE alternative...
- Fri Sep 26, 2008 12:21 pm
- Forum: QuakeC Programming
- Topic: Dynamic registering of extensions
- Replies: 5
- Views: 1782
QC variants of find all working, the defines easily can be removed, they are here because of duplicated code on all find* functions I do not say that this is a new idea, just useful method to get rid of extension-checking in code (one file keeps all checks) that has main logic and easy porting of mo...
- Fri Sep 26, 2008 9:47 am
- Forum: QuakeC Programming
- Topic: Dynamic registering of extensions
- Replies: 5
- Views: 1782
Dynamic registering of extensions
QSG extension system is great, but using it adds some dirtyness to code - especially if using builins that adds new subsystems (like new find methods). This idea generally comes to solve situation with unsupported builtins called (yeah, somewhat when you forgot to check for certain extension...) Thi...
- Tue Jun 10, 2008 8:34 am
- Forum: Quake Events
- Topic: What you would be working on for QExpo 2008
- Replies: 95
- Views: 90730
- Wed Jun 29, 2005 9:37 pm
- Forum: Quake Events
- Topic: QEXPO '05
- Replies: 59
- Views: 38562
- Fri Apr 15, 2005 11:13 am
- Forum: General Discussion
- Topic: Revitalizing Quake
- Replies: 31
- Views: 10782
- Fri Feb 25, 2005 7:52 am
- Forum: General Discussion
- Topic: Sagdoll
- Replies: 8
- Views: 3521
- Sat Jan 15, 2005 11:07 pm
- Forum: General Discussion
- Topic: Speed Mods
- Replies: 7
- Views: 5280
turtlemod
http://razorwind.quakegate.net/files/sm00_vortex.exe (7-zip sfx)
An enforcers mod
all weapons turned into different sort of lasers
enforcer's ai was tweaked a bit, they can strafe, jump and have predictable aim.
skill 1 is recommended
An enforcers mod
all weapons turned into different sort of lasers
enforcer's ai was tweaked a bit, they can strafe, jump and have predictable aim.
skill 1 is recommended