Search found 59 matches
- Mon Mar 12, 2012 1:20 pm
- Forum: QuakeC Programming
- Topic: monster_spawn function?
- Replies: 25
- Views: 8732
Re: monster_spawn function?
I wrote some code that semi randomizes the monster spawns for soldiers, dogs, and enforcers, in single player maps. Its in this thread: http://forums.inside3d.com/viewtopic.php?f=2&t=4776 Essentially I used some logic to determine where near an existing spawn I could spawn a monster, and randoml...
- Sat Mar 10, 2012 2:28 am
- Forum: QuakeC Programming
- Topic: Menu.dat crash on startup fix?
- Replies: 6
- Views: 2239
Re: Menu.dat crash on startup fix?
Thanks, that is awesome.Ghost_Fang wrote:Right here: http://forums.inside3d.com/viewtopic.php?f=12&t=3397
- Sat Mar 10, 2012 12:15 am
- Forum: QuakeC Programming
- Topic: Menu.dat crash on startup fix?
- Replies: 6
- Views: 2239
Re: Menu.dat crash on startup fix?
There is a way to code a menu in QuakeC? Link? What engine supports it?
- Sat Mar 10, 2012 12:14 am
- Forum: Modeling
- Topic: Best Method for Various Player Heads
- Replies: 19
- Views: 7432
Re: Best Method for Various Player Heads
Hehe, I never even thought of that. Thanks.leileilol wrote:If you don't see an MD3 then it has no surface texture.
Open the console, read what's missing, then fill in that missing
- Wed Mar 07, 2012 9:21 pm
- Forum: Modeling
- Topic: Best Method for Various Player Heads
- Replies: 19
- Views: 7432
Re: Best Method for Various Player Heads
No thats great and all i can see how to code them via QC. But what good does it do if i cant even get the md3s to show up, just the shadows? It shows you how to spawn and connect md3 models from the qc. You want to have multple player heads, so, using the md3 tag attachment stuff, you have a headle...
- Wed Mar 07, 2012 4:06 am
- Forum: Modeling
- Topic: Best Method for Various Player Heads
- Replies: 19
- Views: 7432
Re: Best Method for Various Player Heads
Well i see it... but whats the point if the model doesnt work? I cant get them to work at all... My point is that if you look at cl_main.qc, you will see where the player model is assembled from 4 separate md3 models into one model. It does work, the purpose of super torso was to demonstrate a syst...
- Tue Mar 06, 2012 7:46 pm
- Forum: General Discussion
- Topic: Tomes of Mephistopheles: alpha#2 gameplay video
- Replies: 12
- Views: 3186
Re: Tomes of Mephistopheles: alpha#2 gameplay video
The alpha is not free, there is a link to support the development, and you can pay, $10 I believe, to get the alpha.
- Sat Mar 03, 2012 3:11 am
- Forum: Modeling
- Topic: Best Method for Various Player Heads
- Replies: 19
- Views: 7432
Re: Best Method for Various Player Heads
Check out supertorso: http://forums.inside3d.com/viewtopic.php?t=58 Yea tried that. It might be easier to understand if it would actually work. I tried supertorso and nothing happened, i don't see any of the models or anything.... Look at your shadow in game, read the readme and switch to 3rd perso...
- Fri Mar 02, 2012 2:13 pm
- Forum: Modeling
- Topic: Best Method for Various Player Heads
- Replies: 19
- Views: 7432
Re: Best Method for Various Player Heads
Check out supertorso: http://forums.inside3d.com/viewtopic.php?t=58
- Fri Mar 02, 2012 4:43 am
- Forum: General Discussion
- Topic: Beautiful .lit maps
- Replies: 12
- Views: 3671
Re: Beautiful .lit maps
Romi's rtlights for Quake have a lot of green on E1M1 in the last 1/3 of the map.
- Fri Mar 02, 2012 3:59 am
- Forum: QuakeC Programming
- Topic: Pseudo random monster spawning - Check spawn location.
- Replies: 4
- Views: 2183
Re: Pseudo random monster spawning - Check spawn location.
Thanks for the tips. The function monster_army is a new function that calls monster_army_spawn, the original function. This was done to allow the original map entities to work, and to make it easier to work with. That said, I am eliminating the monster spawn at the original origin. Its much more int...
- Fri Mar 02, 2012 3:13 am
- Forum: QuakeC Programming
- Topic: Pseudo random monster spawning - Check spawn location.
- Replies: 4
- Views: 2183
Re: Pseudo random monster spawning - Check spawn location.
Heh, oddly enough, after I posted this I found tracebox in dpextensions. It does help, and is a great suggestion. It does have limitations, which is it is tracing a volume from a start point (the original spawn) to the proposed new origin. That said, it helps a lot; I get fully 10% of the errors I w...
- Fri Mar 02, 2012 2:31 am
- Forum: QuakeC Programming
- Topic: Pseudo random monster spawning - Check spawn location.
- Replies: 4
- Views: 2183
Pseudo random monster spawning - Check spawn location.
I am using the existing monster spawn points, and randomly choosing a place around that monster spawn point (within 128 units currently) to randomly spawn between 1 and 4 extra monsters. I have then modified the monster walk code in MONSTER.QC to remove any entity that is stuck in a wall. This works...
- Mon Feb 27, 2012 5:32 pm
- Forum: General Discussion
- Topic: Tango Spotted...
- Replies: 34
- Views: 6543
Re: Tango Spotted...
Here is another one: http://forums.inside3d.com/memberlist.p ... ile&u=3421
- Mon Feb 27, 2012 5:31 pm
- Forum: News & Announcements
- Topic: Registering on the Inside3D Forums
- Replies: 36
- Views: 29353