Search found 446 matches
- Thu Oct 13, 2011 12:51 am
- Forum: CSQC Programming
- Topic: Tutorial: CSQC GUI Menus
- Replies: 49
- Views: 112554
Re: Tutorial: CSQC GUI Menus
Looks like I am getting in real late on the csqc stuff. I asked Frika if we could have a seperate forum where all the csqc stuff can be grouped, with some stickies to the sites that havethe structures and stuff defined....etc. Also posts like this one ought to be moved there IMO. Havingit all centra...
- Thu Oct 13, 2011 12:01 am
- Forum: General Discussion
- Topic: SVN
- Replies: 6
- Views: 1266
SVN
Just started using tortoise SVN with electro's help. DOes it use FTP to login to the repository, or is the folder like a r-w to the world thing? Also, noticed there is a plugin for notepad++ for it, but cant get it to work. Are there any other text editors that let you use svn? I thought someone sai...
- Tue Oct 11, 2011 8:33 pm
- Forum: QuakeC Programming
- Topic: Improved airdeath scenes
- Replies: 8
- Views: 2041
Improved airdeath scenes
Electro and I want to work on some improvements to the bodyque routine that involve getting some more information about the physics of the player , and pass them onto the body image so that you get perhaps an avelocity poroprtional to the effect of a rocket explosion that kills a player in mid air. ...
- Mon Oct 10, 2011 11:52 pm
- Forum: QuakeC Programming
- Topic: Reversing the angles of an entity
- Replies: 9
- Views: 1923
Re: Reversing the angles of an entity
Yes, & the darkplaces bouncemissile is suppose to pretty much do this too. After I tested it, it does work but you still need to add in some -velocity_z on your own (in the entitys touch pointer) if its a projectile such as nails....else they bounce forever with a small chance of ever stopping. ...
- Tue Oct 04, 2011 7:47 pm
- Forum: QuakeC Programming
- Topic: Changing the pitch of a sound through QC?
- Replies: 9
- Views: 1727
Re: Changing the pitch of a sound through QC?
Could be. That was what LH said when I was testing the new build to get items2 working. The client is darkplaces64 bit, the server is the 32 bit....not sure why that would matter. Also, I just tried using the same engine build to connect with as the server is running, and at first, the client crashe...
- Tue Oct 04, 2011 5:42 am
- Forum: QuakeC Programming
- Topic: Changing the pitch of a sound through QC?
- Replies: 9
- Views: 1727
Re: Changing the pitch of a sound through QC?
Hmm, tried just having a duplicate #8, compiled ok. Tried a test using the itembk sound, value of 100, didnt seem to make a difference. After changing that value around, (dedicated server) I get a parse server illegable message with the snd_svc. Had this before when LH built a release for me to get ...
- Mon Oct 03, 2011 4:06 am
- Forum: QuakeC Programming
- Topic: Changing the pitch of a sound through QC?
- Replies: 9
- Views: 1727
Re: Changing the pitch of a sound through QC?
Wow, didnt know that !
#8 seems to be the regular sound command in my qc. Just substitute that in place, and I guess alter all the regular sound calls to meet the new one?
#8 seems to be the regular sound command in my qc. Just substitute that in place, and I guess alter all the regular sound calls to meet the new one?
- Sun Oct 02, 2011 1:29 am
- Forum: QuakeC Programming
- Topic: Changing the pitch of a sound through QC?
- Replies: 9
- Views: 1727
Re: Changing the pitch of a sound through QC?
Not that I am aware of. I thought about it as well , but I guess you would need to port over a sound editing utility to the engine, and make up new paramaters for the sound commands in quake to modify them in game. I would imagine that it would soak up some decent CPU resources to convert sounds on ...
- Sat Sep 24, 2011 2:10 am
- Forum: QuakeC Programming
- Topic: Realistic Gatling Gun
- Replies: 19
- Views: 3729
Re: Realistic Gatling Gun
I agree, doing it yourself without any help is the long way , most the time, but some things depending on your undertaking are left with no other choice but to use trial and error. I try to first use the common sense approach, but when you decompile others progs.dat I have learned that the outputted...
- Sun Sep 18, 2011 5:25 am
- Forum: Artificial Intelligence
- Topic: Movetogoal and walkmove
- Replies: 10
- Views: 11867
Re: Movetogoal and walkmove
Heya, I was gonna pm ya anyway! Yea, dunno why they are not auto-animating and I have to use the old code that pretty much checks for a weapon, and calls a corresponding start frame and then frame + 1. I guess its cause I am leaving the old .think as BotThink, and not calling just a flat out () void...
- Fri Sep 16, 2011 4:16 pm
- Forum: Artificial Intelligence
- Topic: Movetogoal and walkmove
- Replies: 10
- Views: 11867
Re: Movetogoal and walkmove
Hmm. Well we do have a female player model seperate from the other, its frames are a match for the pain and attact etc frames for the player, but we do have to set it up to use its own seperate model or course. The other thing I had to do was make the new player model supplied with the mod a seperat...
- Fri Sep 16, 2011 5:56 am
- Forum: Artificial Intelligence
- Topic: Movetogoal and walkmove
- Replies: 10
- Views: 11867
Re: Movetogoal and walkmove
Ok, this turned out weird. Tried the v_angle fix in lots of different spots with no success. This is what seemed to fix it when placed in the code that moves the bot: // NEW self.v_angle_y = vectoyaw(self.goalentity.origin - self.origin); // OLD self.ideal_yaw = vectoyaw(self.goalentity.origin - sel...
- Wed Sep 14, 2011 4:34 pm
- Forum: Artificial Intelligence
- Topic: Movetogoal and walkmove
- Replies: 10
- Views: 11867
Re: Movetogoal and walkmove
Ah, clear now. Thought I had tried pasting the entire old prethink, think and post think into the player prethink, think and post think - respectively, but there was a problem I cant exaclty recall. It might have been that I left in the self.nextthink = time + xx; lines now that I think of it. My la...
- Mon Sep 12, 2011 12:31 am
- Forum: General Discussion
- Topic: Congratz on forum upgrade
- Replies: 26
- Views: 3890
Re: Congratz on forum upgrade
Yea, alot better, I was finding the dark colored scroll bar on the side a pain in the neck to locate because it was nearly the same shade as the black theme for the site. Only sugguestion I would make, and it probably would be very time consuming , is a better way to locate things you would be looki...
- Sun Sep 11, 2011 10:01 pm
- Forum: Artificial Intelligence
- Topic: Movetogoal and walkmove
- Replies: 10
- Views: 11867
Re: Movetogoal and walkmove
Thanks Spike. I ran into a post on this site where someone had same kind of problems with the yaw never changing for the bot, and the post said it was a fix something like: //self.angles = self.v_angle = spot.angles; For the putclientinserver () function. Sounds like maybe what you are sugguesting? ...