Search found 1109 matches
- 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) {...
- 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 ...
- Tue Jan 04, 2011 5:15 pm
- Forum: QuakeC Programming
- Topic: CSQC entity update interpolation
- Replies: 4
- Views: 1161
- 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...
- Thu Dec 30, 2010 12:08 pm
- Forum: General Discussion
- Topic: Legal concerns with Quake on the AppStore?
- Replies: 13
- Views: 2296
- Wed Dec 29, 2010 6:56 pm
- Forum: General Discussion
- Topic: Prydon Gates Mod
- Replies: 39
- Views: 16051
- Wed Dec 29, 2010 6:35 pm
- Forum: General Discussion
- Topic: Prydon Gate's models
- Replies: 5
- Views: 1365
- Wed Dec 15, 2010 7:28 am
- Forum: Modeling
- Topic: Free Modders Recourse - human male base.
- Replies: 4
- Views: 2841
- Sun Dec 12, 2010 12:20 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6126057
- 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...
- 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....
- Thu Dec 02, 2010 7:51 am
- Forum: General Discussion
- Topic: Know what i would like to see?
- Replies: 75
- Views: 24405
- Wed Nov 24, 2010 9:40 pm
- Forum: QuakeC Programming
- Topic: Q2/3 Styled Armor Shards in Q1 mod...
- Replies: 17
- Views: 2901
- 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...
- Mon Oct 18, 2010 7:36 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6126057