Search found 14 matches

by PrimalLove
Thu Sep 17, 2015 10:28 pm
Forum: Project Showcase
Topic: Diver: Indie Development (Darkplaces Engine)
Replies: 7
Views: 2528

Re: Diver: Indie Development (Darkplaces Engine)

gl_picmip -1 Should fix it. Throw that into the default.cfg. I'll tell Adam to fix it. Thx
by PrimalLove
Thu Sep 17, 2015 6:33 pm
Forum: Project Showcase
Topic: Diver: Indie Development (Darkplaces Engine)
Replies: 7
Views: 2528

Diver: Indie Development (Darkplaces Engine)

New completed indie project called Diver. Based on the Darkplaces engine. Currently on itch.io and indiedb. Creator is Adam Freeman. FPS based on diving, treasure hunting, and survival in an arcade style. Give it a try! Adam Freeman's games: http://adam-freeman.itch.io/ Diver on itch.io: http://adam...
by PrimalLove
Mon Mar 23, 2015 1:46 am
Forum: QuakeC Programming
Topic: Punchangle for sshogun hits
Replies: 1
Views: 1912

Re: Punchangle for sshogun hits

You can have fun with punchvector also. I had a small mini mod where you could punch players and I used something like this for when the player got hit... if (random() < .50) self.punchangle_x = -5+ random()*-3; else self.punchangle_x = 5+ random()*3; if (random() < .50) self.punchangle_y = -10+ ran...
by PrimalLove
Sat Feb 28, 2015 2:23 am
Forum: CSQC Programming
Topic: how to use <insert here> in CSQC
Replies: 12
Views: 3812

Re: how to use <insert here> in CSQC

First want to start out by saying this is similar to Shplud's post about CSQC_Parse_Event. As far as I know this is what you would use for FTE instead of CSQC_Parse_TempEntity(). But with DP it seems we are stuck with this.. :( So I suppose think of this as a continuation of his post but more DP spe...
by PrimalLove
Tue Feb 24, 2015 9:21 pm
Forum: QuakeC Programming
Topic: makingmonsters hunt non-player entities
Replies: 8
Views: 2317

Re: makingmonsters hunt non-player entities

Here are a couple of suggestions: 1. Place a few bprints in there so you can see where things are getting hung up. 2. How many of these turret monster things are you spawning? If it is like one or two per map I'd suggest not using findradius because the distance you are searching, plus the fact that...
by PrimalLove
Tue Feb 24, 2015 8:59 pm
Forum: CSQC Programming
Topic: Sbar_DrawFace question
Replies: 9
Views: 2841

Re: Sbar_DrawFace question

This is just an example poorly written but you can clean it up: // Global float dmg_take; float dmg_save; float dmg_origin; float PainTime; // Put this or something similar in your HUD display function. // Local string Icon Health = getstati(STAT_HEALTH); if(dmg_take) PainTime = time + 0.3; if(Healt...
by PrimalLove
Sun Feb 22, 2015 6:24 am
Forum: QuakeC Programming
Topic: makingmonsters hunt non-player entities
Replies: 8
Views: 2317

Re: makingmonsters hunt non-player entities

@hondobondo It may be helpful if you posted some code for review to see if you made any errors. Also, not sure if you are spawning an entity model or whatever for this totem but for the record, findradius will not return SOLID_NOT solid type entities. You can get around this problem in DP with sv_ga...
by PrimalLove
Wed Feb 11, 2015 5:11 pm
Forum: QuakeC Programming
Topic: Fixing player animation for walls
Replies: 5
Views: 2035

Re: Fixing player animation for walls

@Cobalt This simple method can work but it may not be good for all situations. .float blockplayer; // In case you do not hve this defined (A suggestion by Spike and included in gnounc qc clean source) void makevectors2(vector ang) = { ang_x *= -1; makevectors(ang); }; // Place this in PostThink some...
by PrimalLove
Wed Jan 21, 2015 5:23 am
Forum: Engine Programming
Topic: Weapon model sway techniques
Replies: 12
Views: 2105

Re: Weapon model sway techniques

You could make this effect in qc but Darkplaces already has this built into the engine using the cvars cl_leanmodel and cl_followmodel. For more details on these and a few other cvars that let you customize this movement type in console "apropos cl_leanmodel" or "apropos cl_followmode...
by PrimalLove
Sun Jan 18, 2015 5:36 am
Forum: QuakeC Programming
Topic: Tracking client connect time
Replies: 6
Views: 1595

Re: Tracking client connect time

Host_Status_f (located in host_cmd.c) is what is executed with status command. It uses (net_time - client->netconnection->connecttime) to give the accurate time on the server for each client. net_time uses Sys_DoubleTime (formally Sys_FloatTime) depending on what engine you are using. It gives the a...
by PrimalLove
Thu Jan 08, 2015 2:01 am
Forum: General Discussion
Topic: RaQdoll
Replies: 35
Views: 6208

Re: RaQdoll

Quick QC question: What would be the best way to have an entity "circle" another entity while being affected by gravity and velocity? It should be a straight line on a set distance. Tracelines aren't working too well for me. All my entities are movetype_bounce currently. @Error, This is r...
by PrimalLove
Tue Jan 06, 2015 12:26 am
Forum: QuakeC Programming
Topic: Tracking client connect time
Replies: 6
Views: 1595

Re: Tracking client connect time

@Cobalt Perhaps this would be helpful? This should basically do what you are wanting to accomplish. // Float Examples .float time_check; .float level_time; // In PlayerPreThink if (intermission_running) { // Here we just set the temp1 cvar to the amount of time passed for the next level cvar_set(&qu...
by PrimalLove
Wed Dec 31, 2014 8:11 pm
Forum: Project Showcase
Topic: [DarkQuake][RELEASED/WIP] Nazi Zombies Portable
Replies: 6
Views: 2722

Re: [DarkQuake][RELEASED/WIP] Nazi Zombies Portable

Unable to download right now for some reason but looking forward to trying this soon. I really have forgotten about all the great indie titles like this that are on the PSP! I should really pick one of them up for this type of entertainment. ;) But thanks for updating us on this work and I'll leave ...
by PrimalLove
Thu Dec 04, 2014 9:38 pm
Forum: QuakeC Programming
Topic: Calculating WaterDepth
Replies: 7
Views: 1911

Re: Calculating WaterDepth

.float water_depth; .float water_check_time; .float water_in; // Keeps Entity Just Below Water Surface void() water_depth_think = { local vector spot1, spot2; local string depth; spot1 = self.origin; spot2 = self.owner.origin + self.owner.view_ofs; if (self.owner.waterlevel <= 2) { self.owner.water...