Search found 1109 matches

by Urre
Tue Jan 04, 2011 7:26 pm
Forum: QuakeC Programming
Topic: CSQC entity update interpolation
Replies: 4
Views: 1161

Okay it seems like I got it now, finally understood what you meant Spike, thanks! Here's the code for anyone who's interested void() UpdateEntities = { local float f; local vector v; local entity ent; sys_ticrate = getstatf(STAT_MOVEVARS_TICRATE); ent = nextent(world); while (ent) { if (ent.solid) {...
by Urre
Tue Jan 04, 2011 6:46 pm
Forum: QuakeC Programming
Topic: CSQC entity update interpolation
Replies: 4
Views: 1161

So I revised it to be what I figure it should be, without all the debug crap as previously. It actually gives pretty close to correct results, but it has this odd pop between each time it updates the physics origin, like the rocket hops back to the previous old origin before starting to interpolate ...
by Urre
Tue Jan 04, 2011 5:15 pm
Forum: QuakeC Programming
Topic: CSQC entity update interpolation
Replies: 4
Views: 1161

It's the rendering part I'm concerned with. How is interpolation different from lerpfrac?
by Urre
Tue Jan 04, 2011 12:52 pm
Forum: QuakeC Programming
Topic: CSQC entity update interpolation
Replies: 4
Views: 1161

CSQC entity update interpolation

So, like, a while back I learned that I need to simulate having the same framerate as server on csqc, to get correct physics. I got that part working fine it seems, but I'm having trouble figuring out how to interpolate between the current and previous physics update. void() UpdateEntities = { local...
by Urre
Thu Dec 30, 2010 12:08 pm
Forum: General Discussion
Topic: Legal concerns with Quake on the AppStore?
Replies: 13
Views: 2296

I recall someone saying you could have an opensource Quake game on the appstore just fine. I might misunderstand the topic though...
by Urre
Wed Dec 29, 2010 6:56 pm
Forum: General Discussion
Topic: Prydon Gates Mod
Replies: 39
Views: 16051

I must also agree that what you're doing is probably not the optimal target of your attention Chip, why not just work with what DP gives you if it's a DP game you want to make? Also, doesn't DP already have soft shadows?
by Urre
Wed Dec 29, 2010 6:35 pm
Forum: General Discussion
Topic: Prydon Gate's models
Replies: 5
Views: 1365

I would guess you'd have to ask both FrikaC as well as the person(s) in question responsible for the model(s).
by Urre
Wed Dec 15, 2010 7:28 am
Forum: Modeling
Topic: Free Modders Recourse - human male base.
Replies: 4
Views: 2841

Cool man! Although I don't personally need it, I thoroughly support these sorts of initiatives.

I should look into making those houses of mine freely available.
by Urre
Sun Dec 12, 2010 12:20 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6126057

Cool ceriux! His ass is a bit flat though :)
by Urre
Wed Dec 08, 2010 9:51 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6126057

Here are some houses I made in Maya this week, placed quickerly in a UDK map. http://urre.quakedev.com/stuff/154164_10150354968645235_896425234_16304392_7030441_n.jpg http://urre.quakedev.com/stuff/68125_10150354968455235_896425234_16304389_1670383_n.jpg In essence horribly unrelated to Quake, but s...
by Urre
Thu Dec 02, 2010 9:55 pm
Forum: General Discussion
Topic: Know what i would like to see?
Replies: 75
Views: 24405

hammer/worldcraft are the easiest and nicest tools to map with. iv tried learning other tools and they are far too complex for what they need to be, making them hard to learn. we need a map format that we can compile using one of those editors. or we need an editor that works more or less the same....
by Urre
Thu Dec 02, 2010 7:51 am
Forum: General Discussion
Topic: Know what i would like to see?
Replies: 75
Views: 24405

Rich: what about not being stuck to 3 hull sizes?
by Urre
Wed Nov 24, 2010 9:40 pm
Forum: QuakeC Programming
Topic: Q2/3 Styled Armor Shards in Q1 mod...
Replies: 17
Views: 2901

Never a bad idea to ask, helps keeping the community active :)
by Urre
Tue Nov 23, 2010 8:22 am
Forum: QuakeC Programming
Topic: Q2/3 Styled Armor Shards in Q1 mod...
Replies: 17
Views: 2901

Yes because you add the armor before that check, which is obviously a good way to combine adding the armor plus limiting it to a maximum of 250. But right now it will make shards disappear even if you're maxed out, so it depends on how you want that to work. Them disappearing no matter what is incon...
by Urre
Mon Oct 18, 2010 7:36 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6126057

Working on a small first-person puzzlegame. Unfortunately not using a Quake engine, but I'm loving it. Will post here if there's interest