I am now aware of the error of trying to overload centerprint() like I suggested; frikQCC complained when I tried it.
I've pulled the appropriate max health for each critter from the appropriate creature QC files.
And now I have the function working. I had to make the code recognize Cthon and ...
Search found 17 matches
- Fri Nov 09, 2007 12:33 am
- Forum: QuakeC Programming
- Topic: More code migraines from lack of quakeC lore
- Replies: 5
- Views: 2604
- Thu Nov 08, 2007 2:57 pm
- Forum: QuakeC Programming
- Topic: More code migraines from lack of quakeC lore
- Replies: 5
- Views: 2604
- Thu Nov 08, 2007 5:11 am
- Forum: QuakeC Programming
- Topic: More code migraines from lack of quakeC lore
- Replies: 5
- Views: 2604
More code migraines from lack of quakeC lore
I've run into yet another hive of bugs with my efforts at coding. I think the error results from my lack of understanding of how to use trace_ent, how to check for a flag, and how to bond strings. Not to mention general rustiness (I've been focused on other matters).
The game seems to be ignoring ...
The game seems to be ignoring ...
- Sat May 26, 2007 5:14 pm
- Forum: QuakeC Programming
- Topic: "Wee"
- Replies: 11
- Views: 7736
- Fri May 18, 2007 9:53 pm
- Forum: Mapping
- Topic: Map categorization query
- Replies: 2
- Views: 3531
Map categorization query
Why do Quake maps seem to be categorized by the textures used within them? I've seen categories such as 'metal maps', 'base maps', and the like, with the textures used apparently being the major discriminating feature. Is there an specific reason for this, or did I just miss a common Q1 design ...
- Wed May 09, 2007 4:57 pm
- Forum: Modeling
- Topic: Prydon Modelling
- Replies: 155
- Views: 77677
If I wasn't as familiar with Quake as I am, you could possibly replace the green armor with the lammelar- it looks to fit right in, colors and all. It may not be as dirty, but it elsewise matches the rest of the environment. (You would have to replace the other two armors as well, though.) Well done.
- Sat Apr 28, 2007 7:02 pm
- Forum: Modeling
- Topic: Prydon Modelling
- Replies: 155
- Views: 77677
- Thu Apr 26, 2007 2:46 am
- Forum: Modeling
- Topic: Prydon Modelling
- Replies: 155
- Views: 77677
- Sat Mar 03, 2007 5:34 am
- Forum: General Discussion
- Topic: Quake SP survey- kinda spammesque
- Replies: 12
- Views: 3732
Quake SP survey- kinda spammesque
Some questions I'm curious about:
1. How often do you* play vanilla Quake SP?
2. What difficulty setting?
*- Plural, not singular.
I would've generated a poll, but even with 3 options for the first question, I would have had to generate 12 poll responses.
Why do I ask? Curiosity struck and an ...
1. How often do you* play vanilla Quake SP?
2. What difficulty setting?
*- Plural, not singular.
I would've generated a poll, but even with 3 options for the first question, I would have had to generate 12 poll responses.
Why do I ask? Curiosity struck and an ...
- Tue Feb 20, 2007 6:44 pm
- Forum: General Discussion
- Topic: A Mod Idea
- Replies: 6
- Views: 2410
- Sun Dec 03, 2006 3:53 am
- Forum: QuakeC Programming
- Topic: Noob setting too big a goal- would like assistance
- Replies: 4
- Views: 2936
- Sun Dec 03, 2006 1:18 am
- Forum: Gameplay & Design
- Topic: Non-Killy Weapons
- Replies: 32
- Views: 26309
There is an error in my impact physics from earlier: The player shouldn't slide, but instead bounce. My logic(Probably erroneous, but...) says that the relative damage value should still work, despite it being an elastic collision.
Another idea: Super Coffee! If caught by a player(flung at him), it ...
Another idea: Super Coffee! If caught by a player(flung at him), it ...
- Sat Dec 02, 2006 6:48 am
- Forum: QuakeC Programming
- Topic: what we haven't really done yet
- Replies: 46
- Views: 20715
- Sat Dec 02, 2006 6:24 am
- Forum: Gameplay & Design
- Topic: Non-Killy Weapons
- Replies: 32
- Views: 26309
A couple ideas, which while neither exactly 'tools usable as weapons' (See dictionary entry on 'pipe wrench') or entirely FPS references, still fit with the theme of 'Utility damage techniques':
1. Anyone here played "Doukutsu Monotigari", aka "Cave Story"? (Not spam! It's freeware and a game I'm ...
1. Anyone here played "Doukutsu Monotigari", aka "Cave Story"? (Not spam! It's freeware and a game I'm ...
- Sat Dec 02, 2006 5:27 am
- Forum: QuakeC Programming
- Topic: Noob setting too big a goal- would like assistance
- Replies: 4
- Views: 2936
I read the comment Carmack (or whoever) planted in the code about T_Damage being the only proper damagesource, so I was intending to utilize that function. Thank you for making sure I noticed this. I didn't know about floor(), rint() or ceiling(), though.
I should also note that the mod works now ...
I should also note that the mod works now ...