not sure what you mean. maybe you could post a screenshotSpirit wrote:Using hondobondo's code (thanks!) I now get monsters that arrange in a nice circle around me but stay on a distance. Is that a bug in the code above or did I screw up something (in my horrid code base)?
Search found 207 matches
- Tue Feb 22, 2011 3:04 am
- Forum: QuakeC Programming
- Topic: endless enemy spawn
- Replies: 25
- Views: 4883
- Mon Feb 07, 2011 3:43 am
- Forum: QuakeC Programming
- Topic: Why...
- Replies: 17
- Views: 2633
- Thu Jan 27, 2011 10:25 pm
- Forum: QuakeC Programming
- Topic: Question about shotgun...
- Replies: 7
- Views: 1657
Re: Question about shotgun...
5 degrees.Orion wrote:Hey, I just have a little curiosity on FireBullets.
I know it uses a vector to define horizontal and vertical spread, but I want to know the following: 0.1 in the vector means how many degrees of spread?
haha just kidding. no idea. i usually just try numbers till i get what i want
- Sun Jan 23, 2011 3:59 pm
- Forum: General Discussion
- Topic: ...And the Hell freezes over!
- Replies: 32
- Views: 5814
- Fri Jan 21, 2011 5:57 pm
- Forum: Gameplay & Design
- Topic: Weapon feedback
- Replies: 32
- Views: 22260
Super Duper Quake version brings the same sensation of destruction. That's another Per-made weapon actually. He started out making QCA-exclusive remakes of Duke weapons in 1997. SDQ only has it because it begun development back in 1997 when this little devastator qc patch existed . yeah i was about...
- Fri Jan 07, 2011 5:47 pm
- Forum: General Discussion
- Topic: happy new years! Super Duper Quake 2.8
- Replies: 1
- Views: 1431
made a booboo
i released it a sec too early. the multiprojectile won't work in most maps, so do this go to items.qc in folder .\NOHRP and find void () item_artifact_multiprojectile. open it in any text editor like notepad. add this line to the function: self.classname = "item_artifact_multiprojectile"; ...
- Mon Jan 03, 2011 6:20 pm
- Forum: General Discussion
- Topic: happy new years! Super Duper Quake 2.8
- Replies: 1
- Views: 1431
- Mon Jan 03, 2011 1:37 am
- Forum: Engine Programming
- Topic: happy new years! Super Duper Quake 2.8
- Replies: 2
- Views: 911
happy new years! Super Duper Quake 2.8
http://media.moddb.com/images/downloads ... uake50.jpg
New Version!
http://www.moddb.com/mods/bondos-superd ... ke-28-full
should be ready for download tomorrow
New Version!
http://www.moddb.com/mods/bondos-superd ... ke-28-full
should be ready for download tomorrow
- Fri Dec 24, 2010 7:01 pm
- Forum: QuakeC Programming
- Topic: Rusty on .qc
- Replies: 5
- Views: 1107
hmm ic so i need to focus more on what i want to call the trace line okay thanks! how about this what all is needed for a weapon pick up? (first person stuff not needed my mod will be all 3rd person) hmm after looking through the orginal progs i think i should start by giving the player a weapon to...
- Tue Dec 14, 2010 4:47 pm
- Forum: QuakeC Programming
- Topic: Spawn monsters on command
- Replies: 17
- Views: 2889
To use Sajt's approach you'll need to make sure all required models were previously precached by your code, not the regular monster code. Actually, you'll need to change existing code to not try to precache any model or sound during game execution (this leads to a fatal error in most if not all eng...
- Tue Dec 14, 2010 4:38 am
- Forum: QuakeC Programming
- Topic: Spawn monsters on command
- Replies: 17
- Views: 2889
Re: Spawn monsters on command
Let's say I wanted to make a gun that spawned monsters. Would I just spawn a new entity, just like spawning a shot entity, then call the 'monster_bla' function for it? Where are those functions, and what is the syntax for calling them in that context? local entity new,temp; new = spawn(); setorigin...
- Tue Dec 14, 2010 2:01 am
- Forum: Engine Programming
- Topic: tyrlite vs big maps vs mh_coloredlight
- Replies: 26
- Views: 5378
done it
http://www.moddb.com/mods/bondos-superduper-quake-25/downloads/superduper-quake-engine-096 there are some weird artifacts however, if you look close. (DON'T LOOK CLOSE) they're hard to miss, unfortunately http://media.moddb.com/cache/images/downloads/1/29/28799/thumb_620x2000/quake04.jpg http://med...
- Mon Nov 29, 2010 1:32 am
- Forum: Engine Programming
- Topic: Compiling Remake Quake
- Replies: 4
- Views: 1288
They're just warnings so they shouldn't be an issue, but for the record, C:\Q1Tests is one of the locations where I have a copy of Quake installed, and is the one I use for RMQ. If it does cause any problems you can always easily change it under Project | Properties | Linker | General. The exe is i...
- Sun Nov 28, 2010 5:04 pm
- Forum: Engine Programming
- Topic: Compiling Remake Quake
- Replies: 4
- Views: 1288
Compiling Remake Quake
installed sdl and sdl_net libs and include files and i get this: 1>C:\Program Files\MSBuild\Microsoft.Cpp\v4.0\Microsoft.CppBuild.targets(990,5): warning MSB8012: TargetPath(F:\downloads\backup2\games\q1\RMQEngine-2010-11-17-Test\MSVC\Debug\RMQ Engine MSVC.exe) does not match the Linker's OutputFile...
- Sun Nov 28, 2010 3:56 pm
- Forum: General Discussion
- Topic: The Problem of Quake's Player Base Size
- Replies: 31
- Views: 5519