Search found 232 matches

by drm_wayne
Sun Apr 30, 2017 1:37 pm
Forum: CSQC Programming
Topic: FTE: Trouble with gettaginfo and gettagindex
Replies: 13
Views: 3818

Re: FTE: Trouble with gettaginfo and gettagindex

Ok, I see. would be still cool if you could share the working code (including the iron sights) if you can find the time. Thanks! Could be useful for example for that FTEQW based CS1.5 FreeCS project (https://github.com/eukara/FreeCS). I can give you ther part where i made the iron sights, im basici...
by drm_wayne
Thu Apr 27, 2017 1:55 pm
Forum: CSQC Programming
Topic: FTE: Trouble with gettaginfo and gettagindex
Replies: 13
Views: 3818

Re: FTE: Trouble with gettaginfo and gettagindex

Julius wrote:That looks pretty awesome. Can you share some more details on the project you are working on? Does it have a public source repo on Github or so?
its nothing special, just me playing around with fte with some old assets from an canceled ww2 project.
by drm_wayne
Wed Apr 26, 2017 6:04 pm
Forum: CSQC Programming
Topic: FTE: Trouble with gettaginfo and gettagindex
Replies: 13
Views: 3818

Re: FTE: Trouble with gettaginfo and gettagindex

Ahh thanks, that was indeed the issue:

Code: Select all

__used var float physics_mode = 2;	/* 0: original csqc - physics are not run
Im using shpulds CleanQC4FTE, and it wasnt enabled.. Learned something new again ;D

EDIT: Test it with ODE Physics:

http://imgur.com/a/jzw9w
by drm_wayne
Wed Apr 26, 2017 8:58 am
Forum: CSQC Programming
Topic: FTE: Trouble with gettaginfo and gettagindex
Replies: 13
Views: 3818

Re: FTE: Trouble with gettaginfo and gettagindex

The QC for the shells is similar to the one for shells in shpulds "turboq", and they work in turboq... :confused:
by drm_wayne
Wed Apr 26, 2017 6:18 am
Forum: CSQC Programming
Topic: FTE: Trouble with gettaginfo and gettagindex
Replies: 13
Views: 3818

Re: FTE: Trouble with gettaginfo and gettagindex

Works... kinda... My SHells spawns at the bone, but are freezing in mid air and not dropping to the floor... any idea?? float() shellcasing_predraw = { if(time > self.shell_timeout) { remove(self); return PREDRAW_NEXT; } return PREDRAW_AUTOADD; } /* ==================== View_shellcasing_spawn ======...
by drm_wayne
Tue Apr 25, 2017 7:39 am
Forum: CSQC Programming
Topic: FTE: Trouble with gettaginfo and gettagindex
Replies: 13
Views: 3818

FTE: Trouble with gettaginfo and gettagindex

Im trying to attach a muzzleflash to my viewmodels, but for some reason i cant get it to work,
it always spawns at world origin for no reason.

Does anybody have a working tutorial how i can spawn pointparticles on my bone?
I already looked at fteskels code, but no luck yet...
by drm_wayne
Sat Apr 22, 2017 9:22 am
Forum: CSQC Programming
Topic: FTE and ODE?
Replies: 12
Views: 3664

Re: FTE and ODE?

Well spikes examplecode works fine, but for some reason the player cant collide with the objects, but fuck it, at least it works for grenades ;) Im currently focusing on getting my viewmodels to work, sadly i cant set attachments to my muzzleflash and shell ejecting, muzzlelfash spawns always at wor...
by drm_wayne
Wed Apr 19, 2017 6:31 pm
Forum: CSQC Programming
Topic: FTE and ODE?
Replies: 12
Views: 3664

Re: FTE and ODE?

thanks, that looks great :D Im going to test this soon :smile: If it works good im even thinking about to add more mapobjects with physics kinda like the buckets in F.E.A.R / Condemned games (which will also wake up near enemys). edit: seems to work, but why can i walk thru my barrels?? :confused: v...
by drm_wayne
Tue Apr 18, 2017 12:04 pm
Forum: CSQC Programming
Topic: FTE and ODE?
Replies: 12
Views: 3664

Re: FTE and ODE?

I gave up on this, this is all undocumented and im not going to waste time just for that...
I had plans to make grenades and a few mapprops with proper physics, but i dont have motivation
for alot of trial and error....
by drm_wayne
Thu Apr 13, 2017 9:38 pm
Forum: CSQC Programming
Topic: FTE and ODE?
Replies: 12
Views: 3664

Re: FTE and ODE?

still doesnt work... im really tired of all those undocumented features...
I see my current game already dying because of that...
by drm_wayne
Thu Apr 13, 2017 7:11 am
Forum: CSQC Programming
Topic: FTE and ODE?
Replies: 12
Views: 3664

FTE and ODE?

Im trying to get this to work based on this tutorial, but theres one problem:

https://spawnhost.wordpress.com/article ... cs-in-fte/

fte doesnt have that physics cvars... any idea what im doing wrong? the ode_double.dll is in the folder...
by drm_wayne
Wed Apr 12, 2017 4:46 pm
Forum: Modeling
Topic: IQM Converter - model rotated?
Replies: 5
Views: 4446

Re: IQM Converter - model rotated?

in case somebody wants an example how to use the event code for sounds: output .\v_svt40.iqm scene SVT40/svt40_mesh.smd rotate 0 -90 0 scene SVT40/svt40_anim_idle.smd fps 20 scene SVT40/svt40_anim_shoot.smd fps 35 event 1 5004 "sound/weapons/svt40/shoot.wav" scene SVT40/svt40_anim_reload.s...
by drm_wayne
Thu Apr 06, 2017 10:38 pm
Forum: CSQC Programming
Topic: CSQC and IQM: How do i get Frames?
Replies: 2
Views: 1664

Re: CSQC and IQM: How do i get Frames?

Thanks, im going to test this :D

EDIT: thanks, works fine :D
by drm_wayne
Thu Apr 06, 2017 11:12 am
Forum: CSQC Programming
Topic: CSQC and IQM: How do i get Frames?
Replies: 2
Views: 1664

CSQC and IQM: How do i get Frames?

I finally got my CSCQ viewmodels to work and they are looking really good. However, theres one thing i can figure out: I want to place reloading sounds on a specific frame (not an animation sequence), is there a way to get the frames somehow with iqm? EDIT: i saw IQM has "event [ANIM,]<POSE> <E...
by drm_wayne
Tue Mar 07, 2017 2:09 pm
Forum: Modeling
Topic: IQM Converter - model rotated?
Replies: 5
Views: 4446

Re: IQM Converter - model rotated?

thats great, thanks :D