Search found 7 matches

by Subject9x
Tue Oct 18, 2016 2:06 am
Forum: CSQC Programming
Topic: Something I must be missing about SendEntity
Replies: 1
Views: 3153

Something I must be missing about SendEntity

Hello all, I'm working on a total conversion mod of Darkplaces to a mech shooter. I've progressed far enough where creating a custom UI will help in testing character stats, so naturally its time to dig into some CSQC. I've gotten one AddStat function working, but what's really throwing me is .SendE...
by Subject9x
Mon Sep 26, 2016 12:03 pm
Forum: QuakeC Programming
Topic: Player death logic
Replies: 6
Views: 5018

Re: Player death logic

quick update: I haven't had a chance to try coding the location damage yet, but I did fix the player respawning issue by following your suggestions, thanks :)
by Subject9x
Fri Sep 16, 2016 12:06 am
Forum: QuakeC Programming
Topic: Player death logic
Replies: 6
Views: 5018

Re: Player death logic

so should the player bbox encompass 'most' of the expected mech's volume? and the player model; the 'center torso' would be drawn at an offset?
by Subject9x
Wed Sep 14, 2016 10:11 pm
Forum: QuakeC Programming
Topic: Player death logic
Replies: 6
Views: 5018

Re: Player death logic

Thanks! I'll give that a try tomorrow :) I was thinking over it today, if the player is the center torso, I myself am not sure how to keep the player on the ground to move normally except for: Making the player hitbox encompass most of the mech's volume, filtering out the player when a project hits ...
by Subject9x
Tue Sep 13, 2016 11:21 pm
Forum: QuakeC Programming
Topic: Player death logic
Replies: 6
Views: 5018

Player death logic

Hello all, first time posting here but have been reading for a while now and have studied the tutorials from the old site in the past. I tried searching for this problem but haven't found an answer close to my problem. Scope: 1) making a mech-style mod built using Darkplaces extensions. 2) players h...
by Subject9x
Thu Feb 10, 2011 6:36 pm
Forum: Engine Programming
Topic: compiling quake 2
Replies: 3
Views: 1140

Ok; I tried the trick with AFXRES.h file; replacing Ver.h with the same snippet of code to no avail. The whole DLL compiles with just warnings...except for this one file (ver.h) i've scoured the folders but can't find it. EDIT:did some googling; seems ver.h has to do with VS versions. I cahnged #inc...
by Subject9x
Thu Feb 10, 2011 4:30 am
Forum: Engine Programming
Topic: compiling quake 2
Replies: 3
Views: 1140

compiling quake 2

I've recently swung around to wanting to mod quake 2 again; but I'm having a devil of a time getting it to compile. downloaded the latest KMquake2 source (lazarus included) I initially tried compiling in the CodeBlocks IDE with Borland C++ 5.5 with no success and am now trying VS2008. When I open th...