Search found 476 matches
- Tue Aug 17, 2010 1:08 am
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 13851
- Mon Aug 16, 2010 10:45 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 13851
- Mon Aug 16, 2010 7:48 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 13851
OK I finally decided to update this.
There are now 18 waypointed maps in total, and that visible weapon bug was fixed. It's now handled by 'temp1' cvar.
Also detpacks will now destroy walls, grates etc.
File (10mb):
http://www.quaketastic.com/upload/files ... _beta2.zip
There are now 18 waypointed maps in total, and that visible weapon bug was fixed. It's now handled by 'temp1' cvar.
Also detpacks will now destroy walls, grates etc.
File (10mb):
http://www.quaketastic.com/upload/files ... _beta2.zip
- Thu Aug 12, 2010 5:01 pm
- Forum: QuakeC Programming
- Topic: A simple question from a noob
- Replies: 2
- Views: 1042
- Tue Aug 03, 2010 9:49 pm
- Forum: QuakeC Programming
- Topic: is there a way to do location specific damage in QC?
- Replies: 30
- Views: 25217
Unfortunately Quake only uses ONE bounding box per entity. On modern games there are multiple bounding boxes for each part of the body, or per-poly collision. So locational damage gets a bit weird in Quake because of that but anyway I still like it. See a simple diagram below: http://img826.imagesha...
- Mon May 31, 2010 5:40 pm
- Forum: General Discussion
- Topic: spot animation?
- Replies: 17
- Views: 4466
Lardarse is kinda right. Setting .owner to .enemy, will make the monster non-solid to the player (if the player is the monster's enemy, otherwise this monster would be non-solid to another monster). So the monster will ONLY take damage from explosives. Hitscan and projectile/grenade weapons will pas...
- Wed May 19, 2010 4:02 pm
- Forum: General Discussion
- Topic: Load more than 1 add-on
- Replies: 14
- Views: 2351
- Wed May 05, 2010 8:05 pm
- Forum: General Discussion
- Topic: Origin of term "NetQuake"
- Replies: 29
- Views: 5375
- Mon May 03, 2010 6:45 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 13851
- Mon May 03, 2010 5:04 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 13851
If you want to prevent QW-style acceleration in zquake/mvdsv/fte just set pm_bunnyspeedcap 1 Same physics, no bunnyhop acceleration. Note that you can still propel yourself quickly using rockets, but you'll slow down again if you turn... At least I think you will. OMG! *facepalm* The mod is NQ-only...
- Mon May 03, 2010 4:00 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 13851
- Sun May 02, 2010 8:33 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 13851
@scar3crow This also happened to me. Often. Mainly if I'm a Scout. At that time I didn't figure out how to fix that, but I realized that I just needed to change some numbers on the cheat checking function. That function is to prevent players changing their cl_forwardspeed and so to values higher tha...
- Wed Apr 28, 2010 4:13 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 13851
The only real complaints I have with this is that the revolver is ugly (not your fault though) and that the bots are a bit too reaperbot like with their aim. Agreed. When I converted the revolver model to Quake, I had to unify its textures to a bigger image file, and then set the texture coordinate...
- Tue Apr 27, 2010 7:40 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 13851
- Tue Apr 27, 2010 4:48 pm
- Forum: General Discussion
- Topic: OrionTF beta
- Replies: 53
- Views: 13851
Don't forget to set teamplay to 1 (teamkill off) or 2 (teamkill on). :wink: If you set to zero the bots will pick random colors, and they won't have any team_no assigned, that's why they'll spawn on info_player_start instead. And UrbanKid, it runs fine on any engine. But if you run it on dp or fte y...