Search found 33 matches

by mrmmaclean
Fri Sep 09, 2011 3:12 am
Forum: QuakeC Programming
Topic: BaseQC CCam rotation?
Replies: 33
Views: 5524

Re: BaseQC CCam rotation?

Nice work. I did a Mass Effect style camera once when I was dabbling. A lot of freedom comes when you use the player/client as a camera rather than a player, and use a basically "dumb" monster as the player character/avatar instead. Bind some impulse keys to make the avatar move, have the ...
by mrmmaclean
Fri Aug 26, 2011 1:07 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 115961

depends a bit which compiler and which flags you passed the compiler :) Compiling with Adobe Alchemy for generating a flash .swc leaves only one option per OS basically... :x For Windows, it's command-line in Cygwin using an Adobe Alchemy patched gcc. I'm sure I could learn more and write some ant ...
by mrmmaclean
Thu Aug 25, 2011 1:58 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 115961

mh wrote:You just need to declare function prototypes for these. The Q1 source is stuffed full of functions like this.
I will do that for my own purposes, yes, but I thought qbism would want to know that his code doesn't compile :D
by mrmmaclean
Thu Aug 25, 2011 12:39 am
Forum: Engine Programming
Topic: qbismSuper8 builds
Replies: 413
Views: 115961

When compiling for Flash with Adobe Alchemy and cygwin, and using the SVN of version 0020 I get a few errors: host.c:913: error: implicit declaration of function 'BuildGammaTable' common.c:1822: error: implicit declaration of function 'CRC_Init' common.c:1824: error: implicit declaration of function...
by mrmmaclean
Thu Nov 25, 2010 9:53 pm
Forum: Modeling
Topic: Gmax Tutorial
Replies: 2
Views: 1829

by mrmmaclean
Thu Nov 25, 2010 2:21 am
Forum: Engine Programming
Topic: Maximum draw distance?
Replies: 7
Views: 2123

Sajt, thanks for the warning but the ability to have random level generation during play calls to me and I cannot resist its siren song! (a little hyperbole but honestly I do appreciate your wisdom on the matter) I have already assumed it's going to be a struggle. qbism, I hear you on the faces disa...
by mrmmaclean
Tue Nov 23, 2010 4:46 am
Forum: Engine Programming
Topic: Maximum draw distance?
Replies: 7
Views: 2123

Thanks for the reply. That sounds terrible (as in to implement)... I'll take a look.
by mrmmaclean
Tue Nov 23, 2010 4:22 am
Forum: Engine Programming
Topic: Maximum draw distance?
Replies: 7
Views: 2123

Maximum draw distance?

I'm not sure if this goes here but... Is there a maximum draw distance in software quake engines? I am interested in random map generation such as mapgen and qb-mapgen, and I understand that they are not vis'ed as they can't be. However, what stops the renderer from getting bogged down by having a n...
by mrmmaclean
Tue Nov 02, 2010 1:15 am
Forum: QuakeC Programming
Topic: if monsters killed = 10
Replies: 5
Views: 1261

Re: if monsters killed = 10

ThePlasticBling wrote:if (monsters_killed = 10)
This should be == not = anyway. You are assigning the value of '10' to the variable 'monsters_killed' when you should be comparing the values with the double equals sign.
by mrmmaclean
Fri Oct 29, 2010 10:11 pm
Forum: Programming Tutorials
Topic: Drawspans optimization in C for software Quake
Replies: 17
Views: 14044

Excellent work! Thank you!
by mrmmaclean
Sun Oct 24, 2010 11:40 pm
Forum: Mapping
Topic: SOLVED: Worldcraft with a custom palette?!
Replies: 0
Views: 2497

SOLVED: Worldcraft with a custom palette?!

SOLVED! I simply used Wally to "merge WADs" and made the HLWAD myself! Duh... Original post for the record: Is there any way to make it work?! :( Wally plays nice with WADs made with a custom palette while TexMex (though it rules) does not. Well... it DOES but the palette file when loaded...
by mrmmaclean
Sun Oct 17, 2010 1:40 am
Forum: Modeling
Topic: How do 3rd person weapon models work? (noob)
Replies: 20
Views: 6923

^^^ this.

Sooooo many cool animation options with a 3rd person cam, and the Tomb Raider example is quite apt.
by mrmmaclean
Sat Oct 16, 2010 4:20 am
Forum: Modeling
Topic: How do 3rd person weapon models work? (noob)
Replies: 20
Views: 6923

Well, I was talking about 3rd person view. I needed some understanding on how it could/does work and lei provided a lot of different examples.

Quake mods don't HAVE to be first person shooters, after all. :wink:

qbism, I'll check that qc out, thanks!
by mrmmaclean
Sat Oct 16, 2010 12:54 am
Forum: Modeling
Topic: How do 3rd person weapon models work? (noob)
Replies: 20
Views: 6923

Hmm, I wasn't even considering multiplayer. In that case, using the gun above the head solution, other players WOULD see that model above your head. Would be pretty hilarious, imo, but certainly problematic. Multiplayer is not my forte nor what I'm interested in modeling/coding for (Flash port) so I...
by mrmmaclean
Fri Oct 15, 2010 10:41 pm
Forum: Modeling
Topic: How do 3rd person weapon models work? (noob)
Replies: 20
Views: 6923

Biodude, first person weapon models are different than 3rd person models. You'll notice by browsing through the vanilla paks that the weapon models in first person camera mode are (smartly) only the visual area of the gun (ie. the top and that's it). 3rd person weapons are a different thing all toge...