Search found 33 matches
- 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 ...
- 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 ...
- Thu Aug 25, 2011 1:58 am
- Forum: Engine Programming
- Topic: qbismSuper8 builds
- Replies: 413
- Views: 115961
- 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...
- Thu Nov 25, 2010 9:53 pm
- Forum: Modeling
- Topic: Gmax Tutorial
- Replies: 2
- Views: 1829
- 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...
- Tue Nov 23, 2010 4:46 am
- Forum: Engine Programming
- Topic: Maximum draw distance?
- Replies: 7
- Views: 2123
- 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...
- Tue Nov 02, 2010 1:15 am
- Forum: QuakeC Programming
- Topic: if monsters killed = 10
- Replies: 5
- Views: 1261
Re: 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.ThePlasticBling wrote:if (monsters_killed = 10)
- Fri Oct 29, 2010 10:11 pm
- Forum: Programming Tutorials
- Topic: Drawspans optimization in C for software Quake
- Replies: 17
- Views: 14044
- 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...
- Sun Oct 17, 2010 1:40 am
- Forum: Modeling
- Topic: How do 3rd person weapon models work? (noob)
- Replies: 20
- Views: 6923
- Sat Oct 16, 2010 4:20 am
- Forum: Modeling
- Topic: How do 3rd person weapon models work? (noob)
- Replies: 20
- Views: 6923
- 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...
- 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...