Search found 476 matches

by Orion
Tue Aug 17, 2010 1:08 am
Forum: General Discussion
Topic: OrionTF beta
Replies: 53
Views: 13851

This wouldn't help, because the external visible weapon models match the player's angles, not v_angle. But hey, this issue is "partially" fixed. If you run a DP server and connect with a DP or FTE client this won't happen, but if you run a DP server and connect with a regular engine this w...
by Orion
Mon Aug 16, 2010 10:45 pm
Forum: General Discussion
Topic: OrionTF beta
Replies: 53
Views: 13851

It uses DP_CHECKEXTENSIONS. :)
You can run it on practically any engine, except regular WinQuake (you'll get skin taller than 300 errors), but WQPro will run fine.

If you run it on DarkPlaces or FTE, the only thing that changes is visible weapons support, just set 'temp1' to 1.
by Orion
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
by Orion
Thu Aug 12, 2010 5:01 pm
Forum: QuakeC Programming
Topic: A simple question from a noob
Replies: 2
Views: 1042

Look for ai_melee() and ai_melee_side() in fight.qc, change that 'ldmg' value.
Note that this will also change the death knight's sword damage.
by Orion
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...
by Orion
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...
by Orion
Wed May 19, 2010 4:02 pm
Forum: General Discussion
Topic: Load more than 1 add-on
Replies: 14
Views: 2351

Like Spirit said, there's no way to load 2 mods at the same time.
But in a simpler way, you'll need to find nehahra source code, rogue source code, and put the rogue monsters .qc files into the nehahra source code, modify progs.src properly and then compile.
by Orion
Wed May 05, 2010 8:05 pm
Forum: General Discussion
Topic: Origin of term "NetQuake"
Replies: 29
Views: 5375

I'd call it 'Normal Quake'. Some years ago, I though NQ was for 'Normal Quake', not 'NetQuake'. :P
by Orion
Mon May 03, 2010 6:45 pm
Forum: General Discussion
Topic: OrionTF beta
Replies: 53
Views: 13851

Actually I didn't made the code, I taken it from TF source code and adapted it to my mod. void() CheckSpeedHack = { local float tf, pf; local vector vplf, vf, ang; self.nextthink = time + 2; if (self.owner.deadflag) return; if (!(self.owner.flags & FL_ONGROUND) || self.velocity_z != 0) return; v...
by Orion
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...
by Orion
Mon May 03, 2010 4:00 pm
Forum: General Discussion
Topic: OrionTF beta
Replies: 53
Views: 13851

Try -listen 16 on the command line.
Then set deathmatch to a value other than zero, teamplay to 1 or 2, and maxplayers to 16. On NQ the command is maxplayers, not maxclients. :wink:
by Orion
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...
by Orion
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...
by Orion
Tue Apr 27, 2010 7:40 pm
Forum: General Discussion
Topic: OrionTF beta
Replies: 53
Views: 13851

I'm seriously thinking on doing it, and it's not hard.
Maybe I'll release this as a little patch...
by Orion
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...