Cursor in darkplaces without csqc
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Cursor in darkplaces without csqc
Hello! Can someone explain the functioning of the cursor in Darkplaces? Could anyone give me tips on how to start? My idea is to make a simple menu without csqc, such as Darsana, which is compiled into progs.dat. I want something very simple, to get started. But apparently only survival horror maker, darsana and prydon gate, have this stuff without using csqc. Thanks in advance. 
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: Cursor in darkplaces without csqc
cl_prydoncursor 1
sets player fields:
.vector cursor_screen;
.vector cursor_trace_start;
.vector cursor_trace_endpos;
.entity cursor_trace_ent;
though you will probably hate the latencies if yours is a multiplayer mod, and you'll still need to figure out how to draw something at the desired positions.
csqc is the wasy way to go here.
menuqc is not viable as a menu... at least not for small changes unless you're willing to rewrite the menus entirely.
sets player fields:
.vector cursor_screen;
.vector cursor_trace_start;
.vector cursor_trace_endpos;
.entity cursor_trace_ent;
though you will probably hate the latencies if yours is a multiplayer mod, and you'll still need to figure out how to draw something at the desired positions.
csqc is the wasy way to go here.
menuqc is not viable as a menu... at least not for small changes unless you're willing to rewrite the menus entirely.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: Cursor in darkplaces without csqc
Defeat in detail has a cursor like that... I don't think it uses prydon cursor but I could be mistaken...
Why do you want to do this on the server side? It is very slow... All the mods you mentioned are darkplaces only anyways? You would be better off doing this on the client...
edit:
Well, It looks like Spike already said all this basically...
Why do you want to do this on the server side? It is very slow... All the mods you mentioned are darkplaces only anyways? You would be better off doing this on the client...
edit:
Well, It looks like Spike already said all this basically...
- apolluwn
- Posts: 35
- Joined: Tue Apr 26, 2011 11:57 pm
Re: Cursor in darkplaces without csqc
apolluwn wrote:Defeat in detail has a cursor like that... I don't think it uses prydon cursor but I could be mistaken...
Why do you want to do this on the server side? It is very slow... All the mods you mentioned are darkplaces only anyways? You would be better off doing this on the client...
edit:
Well, It looks like Spike already said all this basically...
Ok, I know that csqc is the best way for this, but it´s very hard for me using darkplaces. I am trying this for darkplaces, the tuto is for fteqw, for darkplaces is so different
For example, I think It´s very easy implement a simple inventory in ssqc, i just need to call the impulses
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: Cursor in darkplaces without csqc
Spike wrote: and you'll still need to figure out how to draw something at the desired positions.
using viewmodelforclient, i think
I know it can be quite complicated and slow in this way. On the other hand I think it will be easier for my understanding. For now i am just experiment in this "false menu". Thanks for the request
hi, I am nahuel, I love quake and qc.
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Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: Cursor in darkplaces without csqc
It's complicated, it's slow, it will choke the protocol and there will be latency. If you want to create a menu that can be used when the player is disconnected - you can't.
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