Search found 164 matches
- Tue Jun 30, 2015 12:11 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6207164
Re: What are you working on?
wow Supa! Did you do all the work by yourself(code and art)? That's awesome! Keep it up! Thanks. :) The art is pretty much just hacked together Fiend Hunter assets, though I did the anims from scratch. I'm not a real artist at all. As for the qc I wrote more or less everything but the remaining inn...
- Mon Jun 29, 2015 5:09 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6207164
Re: What are you working on?
I know it's been a while since I've shared any progress, but Brood Hunter is still going at a pretty decent clip now.. I still have a lot left to implement (and fix) but I'm pretty happy with how everything is shaping up so far. :) https://www.youtube.com/watch?v=Lh2k-IH1wBY http://i.imgur.com/1X92s...
- Sat May 31, 2014 11:03 pm
- Forum: CSQC Programming
- Topic: No CSQC in demo playback
- Replies: 14
- Views: 3986
- Sun Jan 26, 2014 8:38 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6207164
Re: What are you working on?
After a pretty harsh lighting and general quality pass I've started moving a lot of Brood Hunter's effects over to the client end. It more or less means that I can get away with doing stupid over the top things with the flares and sentry effects now. :D
- Thu Dec 05, 2013 10:36 pm
- Forum: Engine Programming
- Topic: Zoom in demo?
- Replies: 5
- Views: 2154
Re: Zoom in demo?
As Spike noted, the server side .viewzoom scalar is saved in demos, so any demos recorded without it aren't going to have any zoom at all. Also given that DP_VIEWZOOM works with a 0..1+ scalar, setting it to 1 isn't going to do anything, just like with alpha - you need to set it lower (in) or higher...
- Wed Nov 27, 2013 11:18 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6207164
Re: What are you working on?
@Supa: yay, QuakeC highlight for Notepad++! Can you make the definitions file available for us ? I started creating one but is far from completion... I'm afraid I don't really have much to share, since I'm just using NP++'s C lexer with QC's typewords added in. But eh, okay, here's the relevant sty...
- Wed Nov 27, 2013 5:43 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6207164
Re: What are you working on?
Oh hey, we're posting editor shots again? Cool. :D
Sorry, the next teaser is still going to be a ways away. :|
Sorry, the next teaser is still going to be a ways away. :|
- Tue Nov 19, 2013 9:24 pm
- Forum: QuakeC Programming
- Topic: Fighting
- Replies: 2
- Views: 1995
Re: Fighting
CONSEQUENCES Stick your head in the oven after hearing 'IS THIS MUGEN?!11' for the billionth time. Out of curiousity, what would be your initial approach for the command interpreter? I've had an itch to do a 2D fighter in DP for the longest time though it's kinda sorta on the waaaaaaay back burner ...
- Fri Sep 13, 2013 4:00 am
- Forum: General Discussion
- Topic: Releasing an engine I was beta testing?
- Replies: 16
- Views: 5545
Re: Releasing an engine I was beta testing?
Self-righteous much?[Otherwise you are actually being part of the problem and the world doesn't need that ... ]
- Wed May 29, 2013 1:35 am
- Forum: General Discussion
- Topic: Quakewiki revival
- Replies: 11
- Views: 13170
Re: Quakewiki revival
Thanks again for contributing so much to the community at large. I'll have to see what I can contribute WRT QC and friends in my free time.
- Sun May 05, 2013 3:11 am
- Forum: QuakeC Programming
- Topic: Navy Seals: centralizing bullets?
- Replies: 4
- Views: 2739
Re: Navy Seals: centralizing bullets?
You'll want to dike out the lines that play with the traceline sources in things like W_FireM16: src_z = (self.absmin_z + (self.size_z * 0.800)); src_y = (self.absmin_y + (self.size_y * 0.400)); Also, from looking at M16.qc itself I'm not really sure just wtf is going on in the NS 3.0 source, just f...
- Sat Feb 23, 2013 7:50 am
- Forum: QuakeC Programming
- Topic: DP md3 tag origin question
- Replies: 2
- Views: 2516
Re: DP md3 tag origin question
//DP_QC_GETTAGINFO //idea: VorteX, LordHavoc //DarkPlaces implementation: VorteX //builtin definitions: float(entity ent, string tagname) gettagindex = #451; vector(entity ent, float tagindex) gettaginfo = #452; //description: //gettagindex returns the number of a tag on an entity, this number is t...
- Mon Jan 28, 2013 9:34 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6207164
- Mon Jan 21, 2013 11:51 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6207164
- Thu Nov 29, 2012 1:12 am
- Forum: Gameplay & Design
- Topic: Freeze techniques
- Replies: 4
- Views: 8084
Re: Freeze techniques
How about door number two? Why not keep track of a separate health for freezes which regenerates over time and is decremented by hits from freeze weapons, and the player freezes when it hits zero. For feedback you could give the hit player an alpha'd blue viewblend which gets more and more visible a...