Search found 634 matches

by MauveBib
Wed Apr 07, 2010 3:37 pm
Forum: General Discussion
Topic: Questions
Replies: 29
Views: 4609

Chip wrote: You mean the authors, right? I guess the community will be happy to have all these mods available.
Quite a few members of the community are... particular... about copyright law.
by MauveBib
Sat Apr 03, 2010 2:10 am
Forum: QuakeC Programming
Topic: Speedmodding Timespan Discussion Thread
Replies: 25
Views: 4760

Error wrote:I too would like to speedmod. I don't want to host it though, as most of mine weren't too successful.
Mmm, could be fun.
by MauveBib
Sat Apr 03, 2010 2:07 am
Forum: General Discussion
Topic: Openning of Darkplaces Wiki
Replies: 42
Views: 28846

What I'd love to see is a project which really advertises DarkPlaces as a game development engine, rather than just a wiki. The project would include lots and lots of examples, easy to use code snippets which do all the boring things for you, like animation systems, animation blending, physics crap...
by MauveBib
Tue Jan 26, 2010 9:31 pm
Forum: QuakeC Programming
Topic: Bullets and muzzleflash question
Replies: 9
Views: 1961

yup, the cvar sv_maxvelocity is by default set to 2000, so set it higher in autoexec.cfg
by MauveBib
Wed Jan 20, 2010 1:41 am
Forum: Artificial Intelligence
Topic: Best method to make make monsters move around in singeplayer
Replies: 14
Views: 7094

That was the original mauvetogoal idea as used in several mods, but the one you linked to uses .movement etc for a movetype_walk entity in DP. Botclient stuff, y'know.
by MauveBib
Sun Jan 10, 2010 1:40 am
Forum: Artificial Intelligence
Topic: Best method to make make monsters move around in singeplayer
Replies: 14
Views: 7094

Yay, MauveToGoal got a mention! btw the easiest way to get rid of the zig-zag of movetogoal is to make movetogoal seconday, something like this (untested). void(float howquick) MauveWalk = { self.ideal_yaw = vectoyaw(self.goalentity.origin - self.origin); ChangeYaw(); if (!walkmove(self.angles_y, ho...
by MauveBib
Mon Nov 30, 2009 11:28 pm
Forum: QuakeC Programming
Topic: String concatenation?
Replies: 9
Views: 1775

ceriux wrote:is there any type of documentation of FRIK FILE?
dpextensions.qc has a reasonable explanation of how to use it.
by MauveBib
Fri Oct 09, 2009 3:01 pm
Forum: General Discussion
Topic: Smoke tests
Replies: 16
Views: 3380

Yep, that's the sort of thing I used in Squad. Be careful not to make the smoke too thick or it goes solid white in the center, and of course bear in mind that the particles aren't affected by lighting.
by MauveBib
Tue Oct 06, 2009 1:22 pm
Forum: General Discussion
Topic: Smoke tests
Replies: 16
Views: 3380

Actually I don't think I ever released the version of Squad with the smoke etc. I'll dig it out today.
by MauveBib
Mon Oct 05, 2009 9:47 pm
Forum: General Discussion
Topic: Smoke tests
Replies: 16
Views: 3380

The method I used in that smoke grenade is actually pretty ugly and slow; I only used it because it was required to work with all engines. If you're looking a DP specific smoke I seriously recommend using effectinfo.txt to make particle-based smoke. Here's an example: http://electronicliberationfron...
by MauveBib
Sun Oct 04, 2009 1:30 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6123110

Mouth is too low.
by MauveBib
Tue Sep 29, 2009 11:39 pm
Forum: Modeling
Topic: Having a lot of difficulty :/
Replies: 20
Views: 7186

Shrug. I've never had that problem so I can't help.
by MauveBib
Tue Sep 29, 2009 12:29 pm
Forum: Modeling
Topic: Having a lot of difficulty :/
Replies: 20
Views: 7186

Downsider wrote:Max 9 doesn't have md3 export, no plugins for it either.
There are HL SMD plugins though, and lordhavoc's DPMODEL can convert SMD to MD3.

Why do you need to preserve the bones? They're lost on conversion to mdl anyway.
by MauveBib
Tue Sep 29, 2009 1:42 am
Forum: Modeling
Topic: Having a lot of difficulty :/
Replies: 20
Views: 7186

Try resizing the model without changing the view angle? Too large models are all I can think of that cause floating point errors in qme
by MauveBib
Tue Sep 29, 2009 1:27 am
Forum: Modeling
Topic: Having a lot of difficulty :/
Replies: 20
Views: 7186

For some reason qme's md2>mdl convertion is a bit bust.

To fix it you have to export from qme as mdl, then load it in quark, then save as mdl, then load it back in qme to import the skin, then finally save as mdl again.

Silly, but it works.