Search found 170 matches

by DusterdooSmock
Fri Dec 07, 2012 6:38 am
Forum: Modeling
Topic: MD2 Models + Normal Maps in Darkplaces
Replies: 1
Views: 5118

MD2 Models + Normal Maps in Darkplaces

Hey guys, I've got a question that it should be fairly easy for someone to help me with.. I've been able to successfully load normal maps in Darkplaces thanks to help from a friend, and they look great. I've also been able to load MD2 models using some information I found here on the forum. However,...
by DusterdooSmock
Sun Sep 23, 2012 5:19 pm
Forum: QuakeC Programming
Topic: Checking if an event happens within a certain amount of time
Replies: 5
Views: 2074

Re: Checking if an event happens within a certain amount of

His mod is similar to what I'm looking to achieve, but not exactly. Basically, I'm trying to check if the weapon is fired 6 or more times in a period of 2 seconds or less. Then, if the gun has been fired 6 or more times, the 7th shot and all others will be "ramped", basically meaning, the ...
by DusterdooSmock
Sun Sep 16, 2012 11:57 pm
Forum: QuakeC Programming
Topic: Checking if an event happens within a certain amount of time
Replies: 5
Views: 2074

Re: Checking if an event happens within a certain amount of

Actually, I'm gonna change some numbers and a couple small things around a bit.. This is going to be a secondary fire mode on a pistol, and the pistol will have a slightly extended 18 round magazine. I think I'm going to make it so that if you fire 6 shots in 2 seconds or less, then it begins to ram...
by DusterdooSmock
Sun Sep 16, 2012 6:10 pm
Forum: QuakeC Programming
Topic: Checking if an event happens within a certain amount of time
Replies: 5
Views: 2074

Checking if an event happens within a certain amount of time

Hey guys, it's been a while since I've programmed anything for Quake, and I've decided to implement a new firing mode for semi-automatic weapons. For those of you who play paintball, you should be familiar with the Ramp PSP firing mode, and for those of you who aren't, I'll explain it. Basically, yo...
by DusterdooSmock
Mon Jun 18, 2012 10:46 pm
Forum: General Discussion
Topic: You might want to ban this user..
Replies: 1
Views: 1855

You might want to ban this user..

http://forums.inside3d.com/memberlist.p ... ile&u=3651

BugMeNot is a site where people make accounts and post the passwords to enable others to be able to use that site without signing up themselves.
I would suggest banning this account..
by DusterdooSmock
Tue Feb 28, 2012 9:11 pm
Forum: QuakeC Programming
Topic: How do sprites work?
Replies: 7
Views: 2667

Re: How do sprites work?

Oh, ok. Thanks for that. I looked at that before, but I never noticed the frame numbers in the s_explode functions. That's definitely what I was looking for, Thank you. :D
by DusterdooSmock
Tue Feb 28, 2012 9:01 pm
Forum: QuakeC Programming
Topic: How do sprites work?
Replies: 7
Views: 2667

How do sprites work?

I don't really have much knowledge as to how sprites work. I have a series of images that I have made into a .spr file for an explosion sprite, but I don't know how to actually call the sprite's "animation"... I know that either the model for the entity that is exploding needs to be change...
by DusterdooSmock
Sun Feb 19, 2012 7:40 am
Forum: General Discussion
Topic: Tango Spotted...
Replies: 34
Views: 6481

Re: Tango Spotted...

Baker wrote:
Spirit wrote:For the love of whatever god you worship (US military?) do not use such useless topic titles.
I blame Dusterdoo! Bad Dusterdoo!
Sorry about that. It was the first thing that I thought of..
by DusterdooSmock
Thu Feb 16, 2012 8:34 pm
Forum: General Discussion
Topic: Tango Spotted...
Replies: 34
Views: 6481

Tango Spotted...

Just noticed that a MAJOR spam bot registered on the forums...

User:
http://forums.inside3d.com/memberlist.p ... ile&u=3188

EDIT: Looks like there's another one..
http://forums.inside3d.com/memberlist.p ... ile&u=3215
by DusterdooSmock
Tue Feb 14, 2012 9:11 pm
Forum: Modeling
Topic: Darkplaces MD3 mod [For learning]?
Replies: 5
Views: 3656

Re: Darkplaces MD3 mod [For learning]?

Sorry for stealing this topic, but is there a way to use framegroups with normal Quake MDLs? And is there any documentation on it?
by DusterdooSmock
Sat Jan 28, 2012 7:25 pm
Forum: General Programming
Topic: [PSP - C++] Loading and Navigating a Simple 3D world?
Replies: 4
Views: 2206

Re: [PSP - C++] Loading and Navigating a Simple 3D world?

Does anyone know of any open source (preferably C++, but C is ok) games for the Playstation Portable that allow the loading and navigating of simple 3-dimensional worlds? The first thing that comes to mind for me would be LameCraft, but I'm curious to see if there's anything better that I should lo...
by DusterdooSmock
Sat Jan 28, 2012 3:00 pm
Forum: General Programming
Topic: [PSP - C++] Loading and Navigating a Simple 3D world?
Replies: 4
Views: 2206

Re: [PSP - C++] Loading and Navigating a Simple 3D world?

I did a search on it, and it seems it has been ported to the PSP, it just hasn't been released..
by DusterdooSmock
Fri Jan 27, 2012 8:39 pm
Forum: General Programming
Topic: [PSP - C++] Loading and Navigating a Simple 3D world?
Replies: 4
Views: 2206

[PSP - C++] Loading and Navigating a Simple 3D world?

Does anyone know of any open source (preferably C++, but C is ok) games for the Playstation Portable that allow the loading and navigating of simple 3-dimensional worlds? The first thing that comes to mind for me would be LameCraft, but I'm curious to see if there's anything better that I should loo...
by DusterdooSmock
Mon Jan 23, 2012 8:45 pm
Forum: Modeling
Topic: Modeller Wanter (Is this allowed?)
Replies: 62
Views: 18844

Re: Modeller Wanter (Is this allowed?)

hogsy wrote:Or why not just give up completely since it's pretty clear you're incapable of doing anything yourself.
+1 to Hogsy.
by DusterdooSmock
Mon Jan 23, 2012 8:41 pm
Forum: Engine Programming
Topic: DQuake PSP
Replies: 118
Views: 21159

Re: DQuake PSP

dr_mabuse wrote:Anybody found out how to compile dquake with cygwin?
I still cant get it to work, it always says "progs/s_light.spr not found", but it IS in the progs folder...
No one have been able to compile it, but lots of us have managed to port some of its features to Kurok..