Forum

TDS : Mouse and point problem

Discuss programming in the QuakeC language.

Moderator: InsideQC Admins

TDS : Mouse and point problem

Postby Freemanoid » Sun Mar 15, 2009 10:25 pm

Hello everyone. I try to create top-down shooter. In game the cursor which is necessary follows the mouse. The player should turn after the cursor. However I have no idea how to make such thing can somebody help?Image
^O,..,o^
Freemanoid
 
Posts: 52
Joined: Mon Jun 16, 2008 11:25 am
Location: BELARUS

Postby ceriux » Mon Mar 16, 2009 6:04 am

your asking in the wrong catagory.
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby Error » Mon Mar 16, 2009 9:11 am

yes, if you use darkplaces you can use the prydon client cursor.

it's quite the useful!
User avatar
Error
InsideQC Staff
 
Posts: 865
Joined: Fri Nov 05, 2004 5:15 am
Location: VA, USA

Postby ceriux » Mon Mar 16, 2009 9:11 am

is the cursor in Prydon only slow because of how much is going on in the mod or maybe because its always being drawn? idk i was having some issues with it being slow.

would a csqc cursor be better for a mod or one like prydons?
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby Error » Mon Mar 16, 2009 10:07 am

up the 'sensitivity' cvar
User avatar
Error
InsideQC Staff
 
Posts: 865
Joined: Fri Nov 05, 2004 5:15 am
Location: VA, USA

Postby Freemanoid » Mon Mar 16, 2009 1:01 pm

I cannot use darkplaces because i creating game for pocket pc.
^O,..,o^
Freemanoid
 
Posts: 52
Joined: Mon Jun 16, 2008 11:25 am
Location: BELARUS

Postby MauveBib » Mon Mar 16, 2009 1:59 pm

Then your job becomes a whole lot harder. It is possible to code a QC cursor without extensions by captuing player imput wth +strafe set, but it's not easy.
Apathy Now!
User avatar
MauveBib
 
Posts: 634
Joined: Thu Nov 04, 2004 1:22 am

Postby ceriux » Mon Mar 16, 2009 6:25 pm

which of the three would be the best option for preformance?
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby MauveBib » Mon Mar 16, 2009 6:42 pm

ceriux wrote:which of the three would be the best option for preformance?


CSQC probably, followed by cl_prydoncursor, followed a very long way back by SSQC player movement capture.
Apathy Now!
User avatar
MauveBib
 
Posts: 634
Joined: Thu Nov 04, 2004 1:22 am

Postby ceriux » Mon Mar 16, 2009 7:11 pm

alrighty thanks for the info i know what ill use when i need it.
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby Freemanoid » Tue Mar 17, 2009 8:54 am

So i need to use csqc for coding?
^O,..,o^
Freemanoid
 
Posts: 52
Joined: Mon Jun 16, 2008 11:25 am
Location: BELARUS

Postby ceriux » Tue Mar 17, 2009 2:21 pm

no, its just for preformance it might look better too. mine were just personal questions.
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Postby Spike » Tue Mar 17, 2009 3:10 pm

Freemanoid wrote:I cannot use darkplaces because i creating game for pocket pc.


then you can't use csqc either.

tbh, support for prydon cursors would be easier to add to a pocketpc engine.
Spike
 
Posts: 2892
Joined: Fri Nov 05, 2004 3:12 am
Location: UK

Postby MauveBib » Tue Mar 17, 2009 5:29 pm

In stock quake the only way to do a cursor is to capture player movement. See non-DP Prydon Gate, or DiD2 for an example.

It's not an easy process to duplicate, and not easy to explain. How good are your QC skills?
Apathy Now!
User avatar
MauveBib
 
Posts: 634
Joined: Thu Nov 04, 2004 1:22 am

Postby Freemanoid » Tue Mar 17, 2009 7:04 pm

I think my skills in qc about 4 from 10
^O,..,o^
Freemanoid
 
Posts: 52
Joined: Mon Jun 16, 2008 11:25 am
Location: BELARUS


Return to QuakeC Programming

Who is online

Users browsing this forum: No registered users and 1 guest