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additional TE_* types in defs.c ??

Discuss programming in the QuakeC language.

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Postby FrikaC » Wed Nov 15, 2006 2:04 am

Cheapy, I hope your descriptions aren't serious.....
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Postby RenegadeC » Wed Nov 15, 2006 4:12 am

I find a few humorous; especially 2D Cams.
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Postby leileilol » Wed Nov 15, 2006 1:50 pm

RenegadeC wrote:I find a few humorous; especially 2D Cams.


goddamit, i wanted to piss you off the internet >=( THIS ISNT THE REACTION I WAS EXPECTING
i should not be here
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Postby RenegadeC » Wed Nov 15, 2006 6:00 pm

CheapAlert wrote:
RenegadeC wrote:I find a few humorous; especially 2D Cams.


goddamit, i wanted to piss you off the internet >=( THIS ISNT THE REACTION I WAS EXPECTING


pwn.
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Postby xaGe » Fri Nov 17, 2006 9:00 am

Your best bet would be to actually look at the Target Quake code...

dayfive wrote:a few things i was wondering about,

1) how might you make the disappearing/reappearing brushes like in targetQ?? those were intrinsic to both the megaman x and original series!
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Postby CocoT » Fri Nov 17, 2006 10:07 am

Cool skin for the player model, dayfive :) It looks a bit "rough" on that pic, but I'm sure it'll be fine once seen from a little distance in the scrolling game. And, anyway, you can always refine it later if needed.
As far as appearing/disappearing brushes are concerned, I don't know, but one option could be to have mdl objects and play with transparency and solidity. I tried that once (kind of the thing you want to do, I think, sort of "trick platforms") and it worked ok. Only thing is, once the platform becomes solid again, you want to make sure the player is not caught in between, otherwise he will get "stuck" in the model... I'm sure some better coder here could tell you what to check in terms of size and stuff so that it doesn't happen...
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