Search found 476 matches

by Orion
Sat Mar 12, 2011 6:59 pm
Forum: General Discussion
Topic: Just a little curiosity...
Replies: 10
Views: 6557

Just a little curiosity...

How were the player/gib and udeath sounds made?
I know there is some kind of voice mixed with some crazy stuff.. lol
I was wondering all the time...
by Orion
Fri Feb 04, 2011 5:19 pm
Forum: QuakeC Programming
Topic: Question about shotgun...
Replies: 7
Views: 1677

Yeah that's pretty close...
I asked this because I'm making a CTF mod with Doom weapons. And Doom Wiki says the pistol, shotguns and chaingun spreads in degrees, so I can use an equivalent value. :)
by Orion
Fri Jan 28, 2011 2:48 am
Forum: QuakeC Programming
Topic: Question about shotgun...
Replies: 7
Views: 1677

I think the numbers are degrees/100. Because I tweaked FireBullets to not randomize the direction of the bullet, so I made the shotgun fire a single bullet horizontally, which I used '0.1 0 0' in the vector and set my fov to 10, and the bullet was hitting exatclty at the edge of my screen... So 0.1 ...
by Orion
Wed Jan 26, 2011 7:39 pm
Forum: QuakeC Programming
Topic: Question about shotgun...
Replies: 7
Views: 1677

Question about shotgun...

Hey, I just have a little curiosity on FireBullets.
I know it uses a vector to define horizontal and vertical spread, but I want to know the following: 0.1 in the vector means how many degrees of spread?
by Orion
Fri Jan 21, 2011 2:01 pm
Forum: General Discussion
Topic: Different animation system for player and monsters
Replies: 4
Views: 1106

Well, I didn't put any fade to black effect when dead. :?
But I think there are some engines that do it, but the simplest way to do it in QC is stuffcmd'ing gamma, but that's odd.
by Orion
Fri Jan 21, 2011 4:57 am
Forum: QuakeC Programming
Topic: exploding nails.
Replies: 6
Views: 1206

Yep.
by Orion
Fri Jan 21, 2011 4:54 am
Forum: QuakeC Programming
Topic: exploding nails.
Replies: 6
Views: 1206

Your T_RadiusDamage() call on your spike won't do damage to the entity the spike is hitting.

Take a look:

T_RadiusDamage (self, self.owner, 30, other);

That's why the enemies won't die. Change that last other to world, so the radius damage won't ignore any entity unless the world.
by Orion
Thu Jan 20, 2011 9:46 pm
Forum: General Discussion
Topic: OrionTF beta
Replies: 53
Views: 13846

*bump* New version released, there are no big differences from the previous one, but some new maps were waypointed, the bots will no longer do big weird jumps out of water and the single shotgun is back. :) Here's the changelog: Beta4 changes: All classes' maximum health was changed again. (Scout - ...
by Orion
Sat Jan 15, 2011 3:39 am
Forum: General Discussion
Topic: Different animation system for player and monsters
Replies: 4
Views: 1106

Different animation system for player and monsters

Hey, I made a different animation system for the monsters strongly based on the scratch tutorials, using anim_end and such. This was merely to make life easier on coders who put new monsters in, so you don't have to copy and paste and number all animation functions one by one. This made monsters a b...
by Orion
Tue Jan 11, 2011 1:09 am
Forum: General Discussion
Topic: Quake Wiki Zombie article - WTF?
Replies: 6
Views: 1575

I also didn't get it, but I laughed for the fact that someone put Robinho on there... which makes it completely nonsense.
by Orion
Sun Jan 09, 2011 11:31 pm
Forum: General Discussion
Topic: Quake Wiki Zombie article - WTF?
Replies: 6
Views: 1575

Quake Wiki Zombie article - WTF?

http://quake.wikia.com/wiki/Zombie_%28Q1%29

Scroll down to "strategies". Read the last item.
:lol: :lol:

I think someone will remove it soon... and it wasn't me, I don't even have an account there.
by Orion
Wed Jan 05, 2011 5:36 pm
Forum: QuakeC Programming
Topic: Making a chainsaw, damage problems.
Replies: 6
Views: 1148

If you see the (if (self.weapon == IT_AXE)) on W_Attack(), you'll see that there's no W_FireAxe(). Call it just before self.attack_finished. It only fires when you release the button because W_FireAxe() is called on the third frame of the 4 player's axe attack animations. Remove all W_FireAxe() in p...
by Orion
Thu Nov 04, 2010 4:38 pm
Forum: General Discussion
Topic: OrionTF beta
Replies: 53
Views: 13846

I dunno. But I'm gonna try it now... With teamplay set to 1 that didn't happen. =S
EDIT: That didn't happen on neither maps. I think it may be an engine issue... I tried it on EngineX.
by Orion
Thu Nov 04, 2010 4:12 pm
Forum: General Discussion
Topic: OrionTF beta
Replies: 53
Views: 13846

Yes, I'm still working on this, and I will release an update soon. Also, if you don't set teamplay to 1 or 2 you'll spawn outside the level. But if you've set teamplay to 1 or 2, what maps did that occur? And what kind of graphical bugs did you see on 2fort5? That didn't happen to me, or I haven't n...
by Orion
Fri Oct 29, 2010 7:58 pm
Forum: QuakeC Programming
Topic: Regenarating Armor?
Replies: 22
Views: 3211

To make the player spawn with 100 armor, you'll need to modify SetNewParms() in client.qc.

So you may use this:

parm3 = 100;
parm9 = 1;

Where 'parm3' is armorvalue and 'parm9' is armortype.