Search found 21 matches

by ChOwW
Thu Dec 06, 2012 6:41 pm
Forum: Gameplay & Design
Topic: Asking some ideas for a small game, "Propulsion"
Replies: 13
Views: 8579

Re: Asking some ideas for a small game, "Propulsion"

May I add some updates? I've made what I wanted to do, a "time trial" mode. Although it is relatively incomplete (and without any security checks, like a CRC in the record file to be sure the map has not been modified since), it is done, although I took much more time on the PSP. (the reas...
by ChOwW
Fri Nov 30, 2012 8:59 pm
Forum: Gameplay & Design
Topic: Asking some ideas for a small game, "Propulsion"
Replies: 13
Views: 8579

Re: Asking some ideas for a small game, "Propulsion"

Well, according to the piece of code you've provided, I only had to call this to update the v_angle both from the camera and the player (but still update the player's view with PrePlayerThink). I always thought that "angles" were the view of the player, but not the angles from the model......
by ChOwW
Fri Nov 30, 2012 3:47 pm
Forum: Gameplay & Design
Topic: Asking some ideas for a small game, "Propulsion"
Replies: 13
Views: 8579

Re: Asking some ideas for a small game, "Propulsion"

Thanks for the hint ; although it does not fix the angles's position when I'm switching from the player to the camera, and vice-versa (problem: the camera's angles have the player's angles, even if I'm modifying angles). Anyway, I've added some new triggers (with time trial), and added an ingame tim...
by ChOwW
Thu Nov 29, 2012 7:44 pm
Forum: Gameplay & Design
Topic: Freeze techniques
Replies: 4
Views: 5095

Re: Freeze techniques

My personnal answer would be "Freeze when having low HP" . The lower the HP, higher would be the chances to freeze a player. Of course, the freeze time would differ with the player's HP. Anyway, I also like Supa's suggestions. The blue dynamic viewblend can be a nice feature, as well as th...
by ChOwW
Wed Nov 28, 2012 2:08 am
Forum: Gameplay & Design
Topic: Asking some ideas for a small game, "Propulsion"
Replies: 13
Views: 8579

Re: Asking some ideas for a small game, "Propulsion"

After some hours of wondering how I could do it, I finally managed to make it! Thanks again mankrip, you gave me a great idea of how you can do it! But after restricting weapons in freecam, I imagine it is really buggy, ahah... anyway, I just have another problem. After saving my models, the main er...
by ChOwW
Tue Nov 27, 2012 9:23 am
Forum: Gameplay & Design
Topic: Asking some ideas for a small game, "Propulsion"
Replies: 13
Views: 8579

Re: Asking some ideas for a small game, "Propulsion"

Hum, that is difficult to put it in place... I've tried some things by myself with entities, but it doesn't work... But, if I'm understanding well, I should make two new entities (.entity player; , and .entity camera; ) ; replace every occurence in client.qc ; Then, spawn a camera entity in PutClien...
by ChOwW
Mon Nov 26, 2012 4:26 pm
Forum: Gameplay & Design
Topic: Asking some ideas for a small game, "Propulsion"
Replies: 13
Views: 8579

Re: Asking some ideas for a small game, "Propulsion"

I have tried it right now, and I must say it sure is simple and really fun, indeed! Now I'm cleaning a bit my personnal mess (as well as the Quake 1.06 Progs). But there is a small question I'm asking: How could I make a special freecam? I mean, here is the steps I'm trying to do: 1) If I press &quo...
by ChOwW
Sun Nov 25, 2012 1:36 pm
Forum: Gameplay & Design
Topic: Asking some ideas for a small game, "Propulsion"
Replies: 13
Views: 8579

Re: Asking some ideas for a small game, "Propulsion"

Thanks about the textures fact gnounc! Well, I could have another way, to use some funcs (func_freeze, or func_ice for exemple to change instantly friction for exemple...) , that shouldn't be really hard (except maybe for func_bodyhook_target, who knows if it could work?...) Anyway, most of the feat...
by ChOwW
Sun Nov 25, 2012 12:57 am
Forum: Gameplay & Design
Topic: Asking some ideas for a small game, "Propulsion"
Replies: 13
Views: 8579

Asking some ideas for a small game, "Propulsion"

Hi people! After working 2/3 loooong days on my personnal engine, I would like to chill up a little more, making a small but simple project that I'm working on. The mod is called "propulsion". As you may have understood, it is a small game where propulsing yourself is the key to end levels...
by ChOwW
Tue Nov 20, 2012 8:37 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6064710

Re: What are you working on?

I'll answer exactly like ceriux, even if the right one seems better to my eyes... Anyway, in my quest of having a highly "basic" and optimised Quake Engine, I'm analysing the Quake 1 Net_ protocol, both on PSP & PC version, and trying to simplify the code itself. I also removed any ins...
by ChOwW
Sun Oct 28, 2012 1:52 pm
Forum: Engine Programming
Topic: Showing new ammovalues on the HUD??
Replies: 3
Views: 3013

Re: Showing new ammovalues on the HUD??

I made that previously on an older thread (with altammo and recording problem), so here's what you globally have to do: (I modified some things in order to be a bit "lazyier" for future weapon modifications, but it does work on stock engines) ============================== ENGINE MODIFICAT...
by ChOwW
Thu Oct 04, 2012 9:13 am
Forum: Engine Programming
Topic: Some help about vectors and coordinates
Replies: 4
Views: 1572

Re: Some help about vectors and coordinates

No Baker, you get it totally wrong. I'm not going to make a client-side bot (and I don't know why you thought of that). As I just said above, I am just trying to understand how to make a goldeneye 64-like aiming system, in order to understand simply how to translate a screen coordinate into a vector...
by ChOwW
Wed Oct 03, 2012 11:56 am
Forum: Engine Programming
Topic: Some help about vectors and coordinates
Replies: 4
Views: 1572

Some help about vectors and coordinates

Hello everybody, I am trying to make some basic modifications to the quake engine, in order to understand a little more vectors and aiming, but without any help of other ports. As you have maybe noticed, when we fire something, the coordinates are always right into the center of the screen, no matte...
by ChOwW
Thu Mar 08, 2012 10:56 am
Forum: QuakeC Programming
Topic: Progs.dat can read client's vars?
Replies: 18
Views: 4933

Re: Progs.dat can read client's vars?

Well, for exemple, i want to check the values of the cvar "fov". The idea would go in this way : 1- check the current fov value from the client. 2- check if that value is not under or above the given limits, lets say 50 and 130. 3- if those limits have been exceeded, make a stuffcmd to the...
by ChOwW
Thu Mar 08, 2012 12:35 am
Forum: QuakeC Programming
Topic: Progs.dat can read client's vars?
Replies: 18
Views: 4933

Progs.dat can read client's vars?

Hi everyone, After writing some ideas I had in mind in QC, I am getting blocked on a specific problem, mostly about game security: I would like to check if a client got a cvar value, and print it into my console. Exemple : /* ======= GetCVAR functions Gets a client's cvar value (str / float). ======...