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InsideQC Forums • Search

Search found 112 matches: vwep

Searched query: vwep

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Re: The 'Bare Handed player' saga

OPTIONS ...... 3. When a bare handed player is needed, make the code bypass the VWEP stuff ...... That's what I would do. Find the mechanism used to attach a vwep to a model and unset the vwep when necessary. I have no idea what that mechanism is though -- perhaps ...
by andrewj
Sun Jul 03, 2011 8:54 am
 
Forum: QuakeC Programming
Topic: The 'Bare Handed player' saga
Replies: 3
Views: 704

... about where the source was diminished. But if you say you have the actually source, upload it and post a link. DME interests me in part due to the vwep support (although due to Load N Load's work, probably supereceded, but mostly I'd like to see how they did the crouching (IF that is a feature ...
by Baker
Wed Sep 10, 2008 5:32 pm
 
Forum: General Discussion
Topic: DME Source code? (Deathmatch essentials)
Replies: 5
Views: 1203

Weapon in hand (vwep?) with DarkPlaces? How?

I saw a mod screenshot posted here a few months ago that showed a Quake guy wielding a key as a weapon. I don't know the name of the mod or if it is open source or if there is source code somewhere in the bowels of this forum explaining the technique. Does anyone either 1. know how this is done 2. k...
by Baker
Mon Nov 17, 2008 1:43 am
 
Forum: QuakeC Programming
Topic: Weapon in hand (vwep?) with DarkPlaces? How?
Replies: 6
Views: 1342

... lack of documentation 3. Utter lack of documentation 4. No newbie level tutorials for in-demand new-age features like CSQC and cool stuff like vwep using applicable extensions, etc. 5. Reliance on many rotting non-Open Source tools 6. Reliance on shitty methods for making Q1 models (unless ...
by Baker
Sat Dec 13, 2008 5:56 am
 
Forum: General Discussion
Topic: Modeling Forum
Replies: 21
Views: 3434

Game Engine = non-linear media player; too hard

... emits smoke would be very cool. 2. I've looked at the Feral source and was hoping that the weapon-in-hand stuff was "better" than the vwep stuff in Quakeworld and in some ways it is (from a creation standpoint), but I see the xyz + angles are hardcoded. I guess md3 is really the only ...
by Baker
Fri Jan 30, 2009 8:40 am
 
Forum: General Discussion
Topic: Game Engine = non-linear media player; too hard
Replies: 37
Views: 5806

Yeah and everyone appreciates all the work you did to open up eyes and make people think. Plus, those vweps are sweet. http://qexpo.tastyspleen.net/booth.php?id=87&page=353 http://qexpo.tastyspleen.net/booth.php?id=87 I just cringe at the idea of having to manually place ...
by Baker
Tue Jan 12, 2010 11:58 pm
 
Forum: Modeling
Topic: Trickle's Vwep Wisdom?
Replies: 36
Views: 7423

... take me 2 weeks to do what you can do in 30 minutes or an hour. I'll locate the models and post links to them in this thread. I really want to see vwep become a standard modding feature in Quake, some of those Team Fortress guys holding Dox weapons look cool as hell. My theory is that if it gets ...
by Baker
Wed Jan 13, 2010 2:05 pm
 
Forum: Modeling
Topic: Trickle's Vwep Wisdom?
Replies: 36
Views: 7423

... to look through and see what GPL model options are available and that'll take some time to sort through. Just a heads up! :D Maybe we get CSQC and vwep and all that great stuff accepted as standard in modding. You and Avirox are like your very own R&D department! Just curious, why aren't those ...
by Baker
Wed Jan 13, 2010 11:21 pm
 
Forum: Modeling
Topic: Trickle's Vwep Wisdom?
Replies: 36
Views: 7423

... a larger brown map, I'm interested in enhanced standards for a more vibrant world. I want to see more tools in a modder's pocket. Additive, alpha, vwep, movetype_follow, colormod, Frik_file, CSQC extensions, more colors in the bsp, rotating doors via any means necessary, better effects (motion ...
by Baker
Fri Jan 15, 2010 1:28 am
 
Forum: General Discussion
Topic: Quake Standards Base discussion
Replies: 101
Views: 11629

Ok ... sorry for the delay. If you could take this model ( brigand.mdl ) and make a vwep for him using the Dox g_rocketlauncher.mdl (or in fact any gun of your choice). He has an empty hand which the vwep would go into. He's an OpenQuartz player model clone, if you ...
by Baker
Wed Jan 20, 2010 5:39 pm
 
Forum: Modeling
Topic: Trickle's Vwep Wisdom?
Replies: 36
Views: 7423

... take a bit to do. I noticed this player model holds the gun the whole time, if there will be effort into a real mod..I will most definitely make a vwep for it! I've got the same player model where Lardarse renamed all the frames somewhere. Yeah you are right, I'd rather have a GPL gun ... I'll ...
by Baker
Tue Jan 26, 2010 11:49 pm
 
Forum: Modeling
Topic: Trickle's Vwep Wisdom?
Replies: 36
Views: 7423

No screenshots, but I have an automatic vwep generator under way. Will probably take 2 weeks [4 weeks if unlucky] to complete since it has to share time with all my other projects. Basically, I have a model loader almost done and I'm going to ...
by Baker
Fri Jan 29, 2010 7:58 pm
 
Forum: General Discussion
Topic: What are you working on?
Replies: 3865
Views: 313001

Engine Philosophy Discussion

... but with Quakeworld physics etc.) But his engine work doesn't focus on excessive bells and whistles like, say, ezQuake but feature-set expansion. Vwep support, Quake 3 support, removal of efrags etc. I get an old school Quakeworld feel from his code. 9. PSP Authors. The PSP engines feel heavily ...
by Baker
Tue May 24, 2011 4:52 am
 
Forum: Engine Programming
Topic: Engine Philosophy Discussion
Replies: 40
Views: 4192

Re: ProQuake 4.70 PSP Build

... this. We opened discussions on multiplayer features a short while ago, but the focus for now and the immediate short term is on SP. My interest in vwep ironically isn't multiplayer, but more Goldenboy's "grunts with guns" ... the ability to separate the monster from his weapon. I think ...
by Baker
Tue Dec 27, 2011 8:06 pm
 
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 38862
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