Search found 402 matches

by taniwha
Sun Dec 11, 2011 2:57 am
Forum: General Discussion
Topic: QuakeForge 0.5.99 Beta 2 Released
Replies: 11
Views: 2541

QuakeForge 0.5.99 Beta 2 Released

Hot on the heels of Beta 1, here comes Beta 2 :D

Details
Download
Documentation

The Win64 portability issue mentioned by szo has not yet been fixed.
by taniwha
Sun Dec 11, 2011 12:14 am
Forum: QuakeC Programming
Topic: while loops in qc?
Replies: 4
Views: 1295

Re: while loops in qc?

sniperz227 wrote:it worked like it doesnt crash anymore but the code doesnt work :P
Actually, I noticed what you were trying to do. This is the right way:

Code: Select all

while (self.shots_fired >= 3) {
    ...
    self.shots_fired = self.shots_fired -3;
}
by taniwha
Sat Dec 10, 2011 7:31 am
Forum: QuakeC Programming
Topic: while loops in qc?
Replies: 4
Views: 1295

Re: while loops in qc?

sniperz227 wrote:

Code: Select all

	while (self.shots_fired = self.shots_fired -3)
That should be ==, not =. = is assignment, == is comparison.
by taniwha
Sat Dec 10, 2011 12:50 am
Forum: General Discussion
Topic: QuakeForge 0.5.99 Beta 1 Released
Replies: 3
Views: 1604

Re: QuakeForge 0.5.99 Beta 1 Released

Haven't run-tested anything, but one thing I noticed in the source is that the net layer uses int socket fds: if you intend win64 compatibility you need to switch to some sys_socket_t or similar, which is still int for unix but SOCKET for windows targets, see quakespasm or uhexen2. Ah, thank you! I...
by taniwha
Fri Dec 09, 2011 10:31 am
Forum: General Discussion
Topic: QuakeForge 0.5.99 Beta 1 Released
Replies: 3
Views: 1604

QuakeForge 0.5.99 Beta 1 Released

After a very long break (too long), I'm very pleased to announce the release of QuakeForge 0.5.99 Beta 1 (will become 0.6 when out of beta). Details Download (sorry about the snow less painful. ). Documentation Known issues: Windows: alt-tab when paused doesn't release the mouse (but does when not p...
by taniwha
Sat Jun 18, 2011 3:47 am
Forum: Programming Tutorials
Topic: Player can grab ledge, hoists up, move on non-horizontal one
Replies: 15
Views: 6200

First, I have to say that when I did try out your code, I was very impressed. Contrary to my expectations, it worked quite well and seemed fairly consistent. The FL_ONGROUND and grab-key suggestions came from actually trying things. I couldn't see your pics (1x1 gifs), but I think I know to what pro...
by taniwha
Sun Jun 12, 2011 2:23 am
Forum: Programming Tutorials
Topic: Player can grab ledge, hoists up, move on non-horizontal one
Replies: 15
Views: 6200

Ok, I got your code working (minus the slope movement). Neat stuff, though it has some... places needing tweaking. My suggestion for the third traceline might make slope traversal more usable (I'll check this out later). Not grabbing when FL_ONGROUND is set might be a good idea. Currently, walking b...
by taniwha
Sun Jun 12, 2011 1:41 am
Forum: Programming Tutorials
Topic: Player can grab ledge, hoists up, move on non-horizontal one
Replies: 15
Views: 6200

This is great. I've been considering doing a tomb raider like mod for a while (especially after playing Wander and the Colossus and ICO on the PS2). I was thinking that lots of fancy entities would be needed. That said, there are a couple of problems in your design and code as presented. NOTE: this ...
by taniwha
Sun Jun 12, 2011 12:31 am
Forum: Programming Tutorials
Topic: Jumping on Exploboxes
Replies: 16
Views: 7050

movetype_push is safe because that code does an explicit check for the things sitting on top of it. the issue comes when you have health/ammo boxes/etc sitting on top of an explobox - you don't want the movetype_toss item above getting the onground flag, because if nothing clears it once set, the i...
by taniwha
Sat Jun 11, 2011 3:56 am
Forum: Programming Tutorials
Topic: Jumping on Exploboxes
Replies: 16
Views: 7050

I like the concept of this patch, but the implementation seemed rather hacky: in my books, any tweak like this that ripples through the code requiring other tweaks is automatically suspect. Thus, I took a really good look at the code. Whether or not the player can jump is controlled by FL_ONGROUND, ...
by taniwha
Tue Dec 14, 2010 3:34 pm
Forum: Programming Tutorials
Topic: Avirox's Rotation Tutorial Adapted to NetQuake
Replies: 86
Views: 88364

Ok, I've been able to test it now, and there's a very important condition for it to work as-is: right must be negated before the transpose. This also means the DotProduct loses the negation: AngleVectors (SVvector (touched, angles), forward, right, up); VectorNegate (right, right); // convert lhs to...
by taniwha
Tue Dec 14, 2010 12:39 am
Forum: Programming Tutorials
Topic: Avirox's Rotation Tutorial Adapted to NetQuake
Replies: 86
Views: 88364

A small optimization...

I don't know if this is in the current patch (I haven't looked yet), but in the original post, SV_ClipMoveToEntity is calling AngleVectors twice, once to rotate the trace into the entity's frame, and again to rotate back to the world's frame. This is not necessary because the inverse of a rotation m...