Search found 16 matches

by sp4x0r
Sun Feb 12, 2012 6:59 am
Forum: CSQC Programming
Topic: Tutorial: CSQC GUI Menus
Replies: 49
Views: 100042

Re: Tutorial: CSQC GUI Menus

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, thou...
by sp4x0r
Fri Jan 13, 2012 5:32 am
Forum: QuakeC Programming
Topic: Using/Adding all Hknight magic attack animations [TUT]
Replies: 13
Views: 4865

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. I...
by sp4x0r
Tue Jul 19, 2011 10:54 am
Forum: General Discussion
Topic: Suggestions for LordHavoc's Darkplaces
Replies: 18
Views: 5628

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 ...
by sp4x0r
Sun Feb 06, 2011 7:05 am
Forum: QuakeC Programming
Topic: Question about shotgun...
Replies: 7
Views: 1633

Oh, yeah. I did get that wrong. Oops, sorry for the misdirection.

v_right + v_forward would point 45 degrees to the right of where the player is facing, not 90. And that's absolutely right about the need for trigonometry. Oh, dopey me ;-)
by sp4x0r
Fri Feb 04, 2011 10:23 am
Forum: QuakeC Programming
Topic: Question about shotgun...
Replies: 7
Views: 1633

Going verbose about this, just cos I find it useful when searching the forum to find detailed answers to other people's questions (i.e. for future readers, not just the OP): the vector "spread" is used in FireBullets: direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up; ...
by sp4x0r
Fri Feb 04, 2011 3:24 am
Forum: Quake Events
Topic: Turtlemodding Thread
Replies: 78
Views: 71428

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 on...
by sp4x0r
Sun Nov 21, 2010 9:06 am
Forum: Gameplay & Design
Topic: RTS style perspective
Replies: 4
Views: 5696

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 think...
by sp4x0r
Thu Oct 07, 2010 11:01 am
Forum: Artificial Intelligence
Topic: Frikbot Monsters help?
Replies: 14
Views: 6656

I have thought about this too. A while back I was digging around through the frikbot code to get my head around it. I'm pretty newb at all this, but here's what threw me (and I'm probably totally wrong about this): To me it looks like the frikbot is emulating a client, so instead of having the engin...
by sp4x0r
Thu Sep 16, 2010 8:01 am
Forum: QuakeC Programming
Topic: sine function
Replies: 8
Views: 1475

Oh, excellent. Thanks for the help everyone.
by sp4x0r
Wed Sep 15, 2010 12:51 pm
Forum: QuakeC Programming
Topic: sine function
Replies: 8
Views: 1475

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 spawn...
by sp4x0r
Tue Feb 02, 2010 9:10 am
Forum: Gameplay & Design
Topic: Leveling The Playing Feild
Replies: 21
Views: 15393

I've been thinking about aim assistance for console controllers lately. I remember reading an interview about some upcoming shooter (maybe Brink) and they were saying they treated a potential target like a gravity well for the crosshair. I imagine this means keeping the crosshair locked in the centr...
by sp4x0r
Thu Jun 25, 2009 9:30 am
Forum: Engine Programming
Topic: Compiling Quake with MinGW
Replies: 2
Views: 1520

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
by sp4x0r
Mon Apr 13, 2009 7:08 am
Forum: Quake Events
Topic: Speedmodding Thread
Replies: 23
Views: 28800

Nice ideas, thanks for that. What I've wound up doing is a fair bit simpler than your suggestions on account of my inexperience and the inherent lack of time. I just sent something in, I think it's mildly fun. Somebody may get some mild amusement out of my code, too.
by sp4x0r
Sat Apr 11, 2009 5:07 am
Forum: Quake Events
Topic: Speedmodding Thread
Replies: 23
Views: 28800

I've been bodging together a depth-charge mod and map for this, but it's not turning out particularly fun.
by sp4x0r
Tue Jul 22, 2008 9:36 am
Forum: Engine Programming
Topic: passing a vec3_t to the qc vm
Replies: 2
Views: 2087

Thanks, that got me started. I copied how some of the prydon_cursor stuff works. I have no idea if this is a bad way to do things. In the event any n00bs like me want to know what I did (the order of these steps probably hinders the explanation): - in client.h I set up a vec3_t in the usercmd_s stru...