What are you working on?
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Progress on it.. I'm not sure how exactly it works, and it troubles me a bit, but fuck it, I don't want to scrap this model. I worked on it like two weeks... and I'm quite pleased with the looks of it (though not complete yet).
It does this: Top muzzle is used to fire small projectiles at fast rate of fire. If they were fired from the bottom muzzle, they would be very inaccurate. The bottom muzzle is used for
a) big explosive projectile
b) flamethrower attack (this was the initial idea)
c) shotgun mode that combines multiple smaller projectiles..
but just one of them... other two will be made into another weapon(s). The top muzzle would be too small for this alternative attack. And so that's why there are 2 muzzles! Hoorraah! I solved my problem by rambling something about it
Oh and here's the model, you probably wanted to see it more than read my ramblings..

It does this: Top muzzle is used to fire small projectiles at fast rate of fire. If they were fired from the bottom muzzle, they would be very inaccurate. The bottom muzzle is used for
a) big explosive projectile
b) flamethrower attack (this was the initial idea)
c) shotgun mode that combines multiple smaller projectiles..
but just one of them... other two will be made into another weapon(s). The top muzzle would be too small for this alternative attack. And so that's why there are 2 muzzles! Hoorraah! I solved my problem by rambling something about it
Oh and here's the model, you probably wanted to see it more than read my ramblings..

zbang!
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jim - Posts: 599
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Very nice work Jim. You have a great, unique style to your work.
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
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Quantum Engine
Working on some pretty levels:
And some green light pool water. I'll have a full scale pool in a couple of days and post it here.

And some green light pool water. I'll have a full scale pool in a couple of days and post it here.

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Chip - Posts: 575
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Urre wrote:Your HUD is oddly stretched though.
I'm working on a wide monitor, and I didn't started on the HUD yet. The mod has still other priorities.
On the other side, I don't think it should stretch like this. It should have the same width regardless of resolution. Do you know any trick for that?
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Roo Holidays
Fear not the dark, but what the dark hides.
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Roo Holidays
Fear not the dark, but what the dark hides.
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Chip - Posts: 575
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Urre wrote:Is it written in CSQC?
Are you talking about the HUD? If you do, yes, it is CSQC. What you see there is a fragment of the Kleshik mod for DP.
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Chip - Posts: 575
- Joined: Wed Jan 21, 2009 9:12 am
- Location: Dublin, Ireland
CSQC is scaled to the -conwidth argument that was present in glquake. In DP you can specify this via the vid_conwidth cvar.
This width (and height) doesn't always match the actual width+height.
Its not technically possible to get the actual width. Querying the vid_width is just a guess (can be different from the real width if the user is setting cvars before doing a vid restart or something similar).
This means csqc has the same aspect as the menu and console.
This width (and height) doesn't always match the actual width+height.
Its not technically possible to get the actual width. Querying the vid_width is just a guess (can be different from the real width if the user is setting cvars before doing a vid restart or something similar).
This means csqc has the same aspect as the menu and console.
- Spike
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@Spike: this means I could create a launcher with predefined resolutions which apply both to screen and to console. So that a wide monitor should have a wide console, and therefore, not stretched.
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Chip - Posts: 575
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