Search found 301 matches
- Sun Aug 28, 2016 11:37 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130260
Re: What are you working on?
Hello, I am working on a "corpse decomposing" effect. Still work in progress: https://www.youtube.com/watch?v=HJHGbdNNOEA Each monster type leaves a unique thing/item behind, so you can still see where a monster and which monster died. :smile: Slight modified effect can also be used for ot...
- Wed May 18, 2016 9:33 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130260
Re: What are you working on?
Thank you very much for giving insigths into engine (particle) behaviour. It is always interesting to read, even though I most probably never will edit engine code. I am using the DarkPlaces engine and therefore can adjust pretty much via the effectinfo syntax scripts. Drawing the particles opacity ...
- Sun May 15, 2016 10:24 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130260
Re: What are you working on?
Hello jitspoe , Your new trailer looks amazing. Really well made. You can even shoot backwards. LOL. Cool ! Your game looks like gravity is no longer a limit :) Hello mankrip , I watched your gameplay videos. Unfortunately most of them were too dark to see anything. Why so many people play with so l...
- Wed Aug 05, 2015 4:25 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130260
Re: What are you working on?
Hello, I wanted to bring something crazy into Quake. :) Had the idea of a "personal teleporter" that looks like a masked player-drone but can only walk straight. You unleash him when pressing a keyboard button and teleport into the same position when pushing the button again. When you wait...
- Thu Jun 25, 2015 4:53 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130260
Re: What are you working on?
mankrip, I like your hybrid skies very much. That is realy a feature I never saw elsewhere. The fading horizon is already really nice but the possibility to add a lower half of a skybox is fantastic. Last time I already clicked your patron page and saw a quite long video from you showing your home a...
- Thu Jun 18, 2015 7:08 pm
- Forum: CSQC Programming
- Topic: ScratchCSQC?
- Replies: 23
- Views: 16085
Re: ScratchCSQC?
seven, in your case, you might want to spawn some entity in worldspawn (not world itself as world is not normally networked). with that entity, you can then use customizeentityforclient and setorigin the entity to match the client's origin, thus ensuring that it does not leave the player's pvs. you...
- Thu Jun 18, 2015 3:51 pm
- Forum: CSQC Programming
- Topic: ScratchCSQC?
- Replies: 23
- Views: 16085
Re: ScratchCSQC?
Hi toneddu2000, Your code works I see the correct value on the centerprint, but the player is spawned in every map at coordinate '0 0 0' and cannot move. No monsters are spawned as well. I think we must not put the player into/through csqc, because there is no code to update him. There must be a way...
- Wed Jun 17, 2015 6:00 pm
- Forum: CSQC Programming
- Topic: ScratchCSQC?
- Replies: 23
- Views: 16085
Re: ScratchCSQC?
Hello toneddu2000, Thank you for post. I am glad that it works in fte. dp doesnt do me that favour :) It is not a drama. I know now that csqc is not for me and that is ok. Hello Spike, Thank you very much for extending the "types" in your fteqcc. Now it compiles smc just fine. The progs.da...
- Tue Jun 16, 2015 6:47 pm
- Forum: CSQC Programming
- Topic: ScratchCSQC?
- Replies: 23
- Views: 16085
Re: ScratchCSQC?
Hello Spike, ssqc is compiling fine now. Thank you. But csqc is telling me: client/sbar.qc:550: error: wrong immediate type for theworldtype line 550 is the line where I added this into the existing Sbar_Draw(): float theworldtype = getstatf(32); When I add it like this: float theworldtype; theworld...
- Tue Jun 16, 2015 4:00 pm
- Forum: CSQC Programming
- Topic: ScratchCSQC?
- Replies: 23
- Views: 16085
Re: ScratchCSQC?
Hello Spike, I followed your simple example no1. with clientstat. fteqccgui.exe doesnt seem to like the ssqc: compiling world.qc in function worldspawn (line 175), world.qc:652: error: type mismatch on parm 3 - (.float should be .__variant) defs.qc:671: clientstat is defined here line 652 of world.q...
- Tue Jun 16, 2015 2:45 pm
- Forum: CSQC Programming
- Topic: ScratchCSQC?
- Replies: 23
- Views: 16085
Re: ScratchCSQC?
Hello, Just when you think you understood how Quake gamecode works and you slowly get an adult user, you have to start all over again in csqc and become a young child again :) But hey, that keeps us old farts in shape, no ? :P First of all, Thank you very much for your answers and time writing and p...
- Mon Jun 15, 2015 9:03 pm
- Forum: CSQC Programming
- Topic: ScratchCSQC?
- Replies: 23
- Views: 16085
Re: ScratchCSQC?
Hello, I have a question regarding csqc and didnt want to start a new thread, so I picked this one. I hope you do not mind. My question is: In ssqc you can check which .worldtype the currently played map is via: if (world.worldtype == 0) { do something... this is a medieval map! } But how would you ...
- Thu Jun 04, 2015 6:15 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130260
Re: What are you working on?
Hello, I wanted to show some things I am working on the last weeks. Yes, i am still trying to bring some new twists to this old game and am having fun while doing it. I also learn a lot and Thanks to our great engine devs really beautiful things are possible with this 'old' game. There is this new s...
- Sun Nov 02, 2014 9:59 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6130260
Re: What are you working on?
Shpuld , your idea to create a documentation/tutorial is very good and I am sure that many people will benefit from it. Even better when toneddu2000 is working on something similar. You might even team up. Spiney , great tutorial ! Too bad, I suck at painting... But good to know where to look at wh...
- Wed Sep 24, 2014 11:03 am
- Forum: QuakeC Programming
- Topic: setattachment and collisions
- Replies: 9
- Views: 3553
Re: setattachment and collisions
Hallo Spike, that is how I tried it, but the 'swiveling' in combination with a different angle calculation after each ai_ call (or very short time frequence) is approx. as stuttering as the other way (fallback mode) to do it :| So, either way i will have to live with a little stuttering i am afraid....