Search found 10 matches

by Eluan
Sun Dec 04, 2011 4:51 am
Forum: Engine Programming
Topic: Q1 - problem with Stats and demos
Replies: 3
Views: 1357

Re: Q1 - problem with Stats and demos

If you need help with the Wii, feel free to ask me, I'm the author of the Wii port. (A port of the gamecube port with my own GX renderer)
by Eluan
Fri Nov 25, 2011 3:37 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462306

Re: Doom 3 engine release and game code

Nice to see so much Quake code into Doom3, especially that QuakeC is back! (well, more or less...)
by Eluan
Mon Feb 14, 2011 4:49 pm
Forum: QuakeC Programming
Topic: Help - "Dead Zone" Aiming style - Aim with fixed v
Replies: 6
Views: 1736

You may look at the source code for QuakeGX (for Wii)
by Eluan
Sun Nov 14, 2010 6:56 am
Forum: Engine Programming
Topic: Engine traceline?
Replies: 22
Views: 4676

It would look like SV_Move...
by Eluan
Tue Jul 27, 2010 12:56 pm
Forum: Engine Programming
Topic: help compiling quakeGX Wii
Replies: 16
Views: 4154

Most of these wii ports are wrappers of openGL to GX api. So a lot of the internal workings are not as user friendly as one might assume. The only usefulness of these ports would best be to use quakeC mods on the wii. But from an engine standpoint it's a lot of work. IMHO Quake plays best using ...
by Eluan
Sat Apr 24, 2010 5:37 pm
Forum: Mapping
Topic: Half-Life BSP - Transparent Brush that only blocks players.
Replies: 9
Views: 4779

True, in a multiplayer mod clip brushes would be enough, probably players will be the only ents to not use hull 0. I overreacted in my first reply, heh.
by Eluan
Fri Apr 23, 2010 10:25 pm
Forum: Mapping
Topic: Half-Life BSP - Transparent Brush that only blocks players.
Replies: 9
Views: 4779

Don't know if there is something already in place for doing this, but you can look at the engine code, in SV_ClipToLinks, world.c. Use the FL_MONSTERCLIP flag as an example.
by Eluan
Fri Apr 23, 2010 9:13 pm
Forum: Programming Tutorials
Topic: Theoretical NetQuake "Reconnect" Cmd Fix
Replies: 6
Views: 3951

Err... That's because "reconnect" was never meant to retry a lost connection. I'd say that the cleanest way to have the functionality you guys want is to encapsulate it in another cmd, not reconnect.

(You can also always check if the command was sent by the server or typed at the console, but...)
by Eluan
Thu Aug 14, 2008 2:13 am
Forum: General Discussion
Topic: Realms of Quake -- Help Wanted
Replies: 15
Views: 6030

I'd love to help you on this, I've always dreamed about a Quake MMORPG since before that word became widespread :P

Even if nearly all my free time is being consumed by my Quake port to the Nintendo Wii, I'd really like to help. I'm very experienced in all of Quake's subsystems and still have a ...
by Eluan
Wed Aug 13, 2008 7:20 am
Forum: General Discussion
Topic: Realms of Quake -- Help Wanted
Replies: 15
Views: 6030

frag.machine wrote:Oh boy... I wish I had more free time to help on it. :(
Weren't you working on a mod with the same name and similar concept eight years ago?

I'm pretty sure you were!


EDIT: Meh, forget it, just read and confirmed that in "The Quake mod dreams thread." :wink: