Search found 1120 matches
- Fri Jan 05, 2018 8:59 pm
- Forum: QuakeC Programming
- Topic: Untie view model frames from player frames
- Replies: 3
- Views: 6657
Re: Untie view model frames from player frames
You probably should go with a state based variable system. For some ideas on how to do this, you can look at the hybrid system I used in my old hellsmash mod, the source for which you can find here: https://drive.google.com/open?id=1_YmWn3umoGKB38J43kjYRSw5HaGgjbiv Look around in drsdefs.qc, player....
- Thu Dec 21, 2017 9:37 pm
- Forum: General Discussion
- Topic: Tourism mod for Quake
- Replies: 8
- Views: 11024
Re: Tourism mod for Quake
I'm surprised they didn't code up a bot to walk players through "exhibits" explaining what the gamers of yesteryear used to do there. :razz: Just imagine: Tourist: "What did the ogres use the chainsaws for?" Tour Guide: "Players would run away screaming from them, while the ...
- Sat Dec 16, 2017 10:49 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 76548
Re: FTEQW default dir
you can think of renderscene as a glorified drawpic. and with post processing stuff it actually IS a drawpic... the clearscene+setviewprop+addentity builtins are really just setup for renderscene (which is why renderscene doesn't need any of its own arguments). Cool, that gives me enough info to in...
- Fri Dec 15, 2017 10:58 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 76548
Re: FTEQW default dir
there's a new build up that should fix that font issue. Yeah, downloaded it and can confirm font issues fixed :smile: regarding skyboxes, there's a number of things you can do with glsl (yay cubemaps), but needing to write glsl kinda sucks. Cool, glsl shaders go in /glsl/ I assume? you can implemen...
- Thu Dec 14, 2017 6:03 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 76548
Re: FTEQW default dir
/me pokes spike with above post incase he missed it.
- Sat Dec 09, 2017 8:39 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 76548
Re: FTEQW default dir
I hear you. If I had the time I'd probably try and make a quakec / csqc progs for Q2. I downloaded and tried Yamagi Quake 2's gamecode, seems to work with FTE aside from the expected savegame bugs (both regular and auto). Jorg's machinegun bullets only come out one arm. (this was present in fte, eve...
- Fri Dec 08, 2017 9:04 pm
- Forum: General Discussion
- Topic: FTEQW default dir
- Replies: 29
- Views: 76548
Re: FTEQW default dir
I managed to get FTEQW working for Quake on Linux, but I'm having trouble getting Quake 2 to run.
It finds all the game content, but can't find the gamecode, any ideas whats going wrong?
EDIT: Nevermind, just realized that I had to download a copy of the gamecode and make / compile it.
It finds all the game content, but can't find the gamecode, any ideas whats going wrong?
EDIT: Nevermind, just realized that I had to download a copy of the gamecode and make / compile it.
- Wed Sep 20, 2017 9:13 pm
- Forum: General Discussion
- Topic: [TO ADMINS]Forum logout session time
- Replies: 13
- Views: 18381
Re: [TO ADMINS]Forum logout session time
I took a look in the ACP, but it looks like persistent logins IS turned on, with "persistent login key expiration length (in days)" being set to 0. (which *should* always cause autologin) Which probably means that PHPBB is broken or something. I have no idea what else can be done as I don'...
- Fri May 19, 2017 10:33 pm
- Forum: General Discussion
- Topic: Quake "champions"
- Replies: 46
- Views: 48314
Re: Quake "champions"
Problem is, you can blame Microsoft partially for this. Their insistence on making "everything easy" for any dumb/lazy user to set up a Windows machine (specially servers) led them to dangerous defaults regarding configurations, specially exposed services and ports for the outer world. It...
- Tue May 16, 2017 4:14 am
- Forum: General Discussion
- Topic: Quake "champions"
- Replies: 46
- Views: 48314
Re: Quake "champions"
To me this all smells like NSA has had a rather large finger in regards to MS writing holes they can exploit, atm it seems atleast only XP and older OS'es are hit, but i would bet a million dollars against them if they think it wont affect newer versions of windows in the future, especially with th...
- Thu May 11, 2017 9:38 pm
- Forum: QuakeC Programming
- Topic: Monsters triggering buttons
- Replies: 5
- Views: 5742
Re: Monsters triggering buttons
Another, better trick you can use instead of classname checks is to use a .flags & FL_MONSTER check.silverjoel wrote: edit: one would also have to add the monster classname to the button_touch function.
- Wed May 10, 2017 10:24 pm
- Forum: QuakeC Programming
- Topic: Monsters triggering buttons
- Replies: 5
- Views: 5742
Re: Monsters triggering buttons
func_button should still count as an entity but since they use a brush for a model you can't use .origin on them. Use something like: self.realorigin = (self.mins + self.maxs)*0.5; First get your monster to find the button you want it to press, then have it get the actual origin of the func_button. ...
- Wed May 10, 2017 4:00 am
- Forum: General Discussion
- Topic: Quake "champions"
- Replies: 46
- Views: 48314
Re: Quake "champions"
So, in a nutshell: right now the only chance of HL3 to exist is if GabeN opens another studio, totally unrelated to Valve and their flat management pipe dream, hires a bunch of talented people, throw money at them and say "I command thee to bring Half Life 3 to life". Heck, he doesn't eve...
- Tue May 09, 2017 4:26 pm
- Forum: General Discussion
- Topic: Quake "champions"
- Replies: 46
- Views: 48314
Re: Quake "champions"
Yeah nowadays everyone ( Microsoft included ) wants to be the middle man that takes 30% by digitally delivering the goodies. And I agree, at this point Gabe could fund a small studio unrelated to Valve just to MAKE THAT GOD DAMNED GAME WITH 3 AT THE END OF THE NAME TO HAPPEN DAMMIT . Sorry. Edit: R...
- Sat May 06, 2017 2:07 am
- Forum: General Discussion
- Topic: Quake "champions"
- Replies: 46
- Views: 48314
Re: Quake "champions"
Regardless of being funny or not (spoiler: it is not), Quakeguy is a silent character since, well, forever. It's a sin similar to having a talkative Freeman (Freeman's Mind does not count because he is THINKING, and also because is pure gold). Except that Quakeguy has never really been all that sil...