Search found 79 matches

by Chris
Sat Aug 02, 2008 3:29 pm
Forum: General Discussion
Topic: Shared entities slightly simplified
Replies: 2
Views: 1110

Shared entities slightly simplified

Shared entities and CSQC in general can be difficult to tackle all at once. Past couple hours I decided to have a go at making a slightly more automated way of sending and receiving shared entities http://gameconsortium.com/files/SharedEntStuff_Alpha002.zip update: Added shared_FirstPersonWeapon and...
by Chris
Tue Jul 29, 2008 10:48 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6236665

by Chris
Thu Apr 17, 2008 8:11 pm
Forum: General Discussion
Topic: Defeat In Detail 2
Replies: 47
Views: 14012

Absolutely. If your cursor was csqc, it'd be a lot easier to do huds, but managing the units is a lot harder then, as you need to make them shared, and basicly code all the stuff yourself whcih prydoncursor does for you. I'm doing it the hard way, using csqc all the way, and I can tell you it's no ...
by Chris
Mon Apr 14, 2008 11:57 pm
Forum: QuakeC Programming
Topic: Coding a scripting language in QC
Replies: 17
Views: 5845

http://survivalhorrormaker.ru1337.com


same concept, it does indeed work, very simple concept :)
by Chris
Tue Mar 25, 2008 1:47 am
Forum: General Discussion
Topic: The Hunted
Replies: 9
Views: 2482

mainly just to show texture specific materials and things for footsteps / impacts etc.
by Chris
Sun Mar 23, 2008 8:57 pm
Forum: General Discussion
Topic: The Hunted
Replies: 9
Views: 2482

by Chris
Sun Mar 23, 2008 4:48 am
Forum: Modeling
Topic: Modeling
Replies: 7
Views: 4549

StudioMDX

http://www.fileplanet.com/dl.aspx?/plan ... diomdx.zip

can convert from md2 to mdl.




Also Milkshape3d has an mdl exporter and can import md2's but not their animations.

http://chumbalum.swissquake.ch/
by Chris
Wed Mar 19, 2008 12:18 am
Forum: General Discussion
Topic: The Hunted
Replies: 9
Views: 2482

by Chris
Sat Feb 23, 2008 4:56 am
Forum: QuakeC Programming
Topic: Inventory middleware stuffs
Replies: 21
Views: 14125

Ok! Here it is, still a little rough around the edges however is a starting base, I'll continue to extend it and improve on ease of implementation into other projects and encapsulation. http://gameconsortium.com/files/InventoryB1.zip Press N to spawn Yellow Armor item into inventory, and TAB to togg...
by Chris
Sun Feb 17, 2008 10:03 pm
Forum: QuakeC Programming
Topic: Inventory middleware stuffs
Replies: 21
Views: 14125

Inventory middleware stuffs

so I'm working on this inventory system that should eventually be able to interface with most qc projects and requires csqc to run, and fteqcc to compile (array and preprocessor function specifics) I suppose I'll use this thread to post some wip's and the source as I keep making iterations on it. ht...
by Chris
Sat Jan 26, 2008 9:32 pm
Forum: General Discussion
Topic: The Hunted
Replies: 9
Views: 2482

The Hunted

Hi I suppose I just wanted to show some stuff I am working on using the Darkplaces engine. I have been working on The Hunted Chronicles which is a singleplayer game to tie up the last two I made under the same name. I suppose I just felt like there wasn't a whole lot of videos about and if its okay ...
by Chris
Tue Dec 11, 2007 11:43 am
Forum: General Discussion
Topic: Pretty water!
Replies: 80
Views: 75790

To Chris: there's a separate shader value which enables the proper water look, fresnel effect to be exact. What you'd do there if you enabled both reflect and refract is like enabling a mirror and a bumpy window at the same time, not very water-looking. I don't know what the value is called, possib...
by Chris
Mon Dec 10, 2007 4:59 pm
Forum: Mapping
Topic: Mapping in Darkplaces engine
Replies: 10
Views: 7560

MD3 is a nice format, but DPM is the most superior. Mainly due to it's smaller size and every joint on a dpm model is also a tag, whereas md3 you have to specify using a polygon and have a tag_* header I think. DPM animates in qc on a frame to frame basis (like most others), only model format DP sup...
by Chris
Fri Nov 02, 2007 11:01 am
Forum: Mapping
Topic: How to create rotating doors?
Replies: 70
Views: 34297

What you're doing there is determining how to turn the door based on the origin you predefined in the map editor, but not actually changing the origin of the brush door itself. If the way you're thinking works (Not quite sure) you could simply set the origin at the end of the func_door_rotating to i...
by Chris
Fri Nov 02, 2007 12:34 am
Forum: QuakeC Programming
Topic: [DP] Bumpy movement problem
Replies: 6
Views: 3217

For keeping up with the player it may be because you have self.nextthink = time; which in actuality isn't the fastest possible run through that code. Workarounds would be akin to you "attach light to entity out in front " simply make an entity, tag it to (player origin / nonexistant tag on...