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Radar

Postby DusterdooSmock » Tue Sep 14, 2010 11:10 pm

Can someone code a radar for me?
I need it to only show the quake monsters, and frikbots.
Thanks. ;)
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Postby Error » Tue Sep 14, 2010 11:17 pm

most people here aren't just going to code a radar for you, we may lead you in the right direction...
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Postby DusterdooSmock » Tue Sep 14, 2010 11:49 pm

Then, can you please point me in the right direction?
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Postby Spirit » Wed Sep 15, 2010 7:54 am

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby DusterdooSmock » Thu Sep 16, 2010 2:14 am

I'm kinda busy atm, but i've already looked into that, and it wasn't what i needed.
I need something like this:
http://www.youtube.com/watch?v=-x_q7as173c
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Postby Baker » Thu Sep 16, 2010 2:38 am

DusterdooSmock wrote:I'm kinda busy atm, but i've already looked into that, and it wasn't what i needed.
I need something like this:
http://www.youtube.com/watch?v=-x_q7as173c


An engine side radar in OpenGL is totally easy. You draw a circle and cycle through the entities and plot them stripping the 3rd dimension. To do what you want, you will need to mark only specific entity models ... see JoeQuake's deadbody filter to get an idea of specified models

See sbar.c for using 2D graphics ...

/If you are targeting the PSP, OpenGL isn't what you are using; you are using PSPGU. So a different set of rules apply, yet the code in sbar still applies.
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