Sorry to bump an old thread. I've just been playing around with this (awesome stuff, by the way), and I've had a little success with the mouse in Darkplaces so thought I'd share it.
You can use setcursormode() to stop mouse input from moving the view in DP. This changes how getmousepos() works ...
Search found 16 matches
- Sun Feb 12, 2012 6:59 am
- Forum: CSQC Programming
- Topic: Tutorial: CSQC GUI Menus
- Replies: 49
- Views: 135077
- Fri Jan 13, 2012 5:32 am
- Forum: QuakeC Programming
- Topic: Using/Adding all Hknight magic attack animations [TUT]
- Replies: 13
- Views: 6228
Re: Using/Adding all Hknight magic attack animations [TUT]
(disclaimer: I've been wrong so many times before, so we can assume that the trend continues with this post)
With regard to the ".th_" references, I don't think they're hard coded, pretty sure it's all in QC. My understanding is that the ".th_" part is just a naming convention. In defs.qc you have ...
With regard to the ".th_" references, I don't think they're hard coded, pretty sure it's all in QC. My understanding is that the ".th_" part is just a naming convention. In defs.qc you have ...
- Tue Jul 19, 2011 10:54 am
- Forum: General Discussion
- Topic: Suggestions for LordHavoc's Darkplaces
- Replies: 18
- Views: 7688
I'll probably embarrass myself asking for something that already exists (and you should probably be able to do it in csqc, although I think having it in the engine would make the qc a lot simpler)
I'd like to be able to offset where the crosshair and the prydoncursor get drawn. e.g. say I wanted to ...
I'd like to be able to offset where the crosshair and the prydoncursor get drawn. e.g. say I wanted to ...
- Sun Feb 06, 2011 7:05 am
- Forum: QuakeC Programming
- Topic: Question about shotgun...
- Replies: 7
- Views: 2138
- Fri Feb 04, 2011 10:23 am
- Forum: QuakeC Programming
- Topic: Question about shotgun...
- Replies: 7
- Views: 2138
- Fri Feb 04, 2011 3:24 am
- Forum: Quake Events
- Topic: Turtlemodding Thread
- Replies: 78
- Views: 148329
Hmmmn, I've been working at a very slow pace for a long time on stuff that would fit into this theme, but I'd be breaking the rules to use that code to enter. That said, it's probably stuff that the experienced modders here would be able to knock out in the time frame ;-)
Also there's only really ...
Also there's only really ...
- Sun Nov 21, 2010 9:06 am
- Forum: Gameplay & Design
- Topic: RTS style perspective
- Replies: 4
- Views: 16251
RTS style perspective
Sorry for the long post.
I'm tinkering around with a lightweight RTS style mod, and I'm wondering what approach to take with the player's perspective. I'm pretty naive about unintended consequences of the decisions I'm starting to make, so I was hoping I might be able to get some feedback.
I'm ...
I'm tinkering around with a lightweight RTS style mod, and I'm wondering what approach to take with the player's perspective. I'm pretty naive about unintended consequences of the decisions I'm starting to make, so I was hoping I might be able to get some feedback.
I'm ...
- Thu Oct 07, 2010 11:01 am
- Forum: Artificial Intelligence
- Topic: Frikbot Monsters help?
- Replies: 14
- Views: 8157
- Thu Sep 16, 2010 8:01 am
- Forum: QuakeC Programming
- Topic: sine function
- Replies: 8
- Views: 2011
- Wed Sep 15, 2010 12:51 pm
- Forum: QuakeC Programming
- Topic: sine function
- Replies: 8
- Views: 2011
sine function
silly question, but I'm stupid and tired, my brain isn't working. Is there a sin() function in qc? I'm pretty inept at programming generally, so I don't know what I'm supposed to be looking for.
I want to spawn monsters at random points on a circle on the x/y plane around an entity. They can't ...
I want to spawn monsters at random points on a circle on the x/y plane around an entity. They can't ...
- Tue Feb 02, 2010 9:10 am
- Forum: Gameplay & Design
- Topic: Leveling The Playing Feild
- Replies: 21
- Views: 31573
- Thu Jun 25, 2009 9:30 am
- Forum: Engine Programming
- Topic: Compiling Quake with MinGW
- Replies: 2
- Views: 1786
This may not be exactly what you're looking for, but I'm a complete noob and managed to compile Dark Places with MinGW (I found it easier to do that than use MSVC). I followed the instructions here:
http://alientrap.org/forum/viewtopic.php?t=2351
http://alientrap.org/forum/viewtopic.php?t=2351
- Mon Apr 13, 2009 7:08 am
- Forum: Quake Events
- Topic: Speedmodding Thread
- Replies: 23
- Views: 46959
- Sat Apr 11, 2009 5:07 am
- Forum: Quake Events
- Topic: Speedmodding Thread
- Replies: 23
- Views: 46959
- Tue Jul 22, 2008 9:36 am
- Forum: Engine Programming
- Topic: passing a vec3_t to the qc vm
- Replies: 2
- Views: 2337