Search found 446 matches

by Cobalt
Sun Sep 20, 2015 4:29 pm
Forum: Project Showcase
Topic: Quake Mod Showcase
Replies: 15
Views: 20904

Re: Quake Mod Showcase

Oh well forget it...I didnt realize the name changed for my idea. I regret even putting an idea out there like that to begin with, and I dont think I will be posting / sharing any of my ideas here anymore as a result. I find it disrespectful to re-label someones good idea, and to boot, not even ment...
by Cobalt
Sun Sep 20, 2015 4:19 pm
Forum: Project Showcase
Topic: Quake Mod Showcase
Replies: 15
Views: 20904

Re: Quake Mod Showcase

Wow, been away for a while, but for sure Im glad to see my idea / suggestion actually went up and there is a place now just for checking in on whats up with a given Quake mod. :biggrin: Didnt realize it would create such a commotion, then again Im finding lots of sites I go to, I seem to cause peopl...
by Cobalt
Sat Aug 08, 2015 1:15 am
Forum: General Programming
Topic: Update older Java code?
Replies: 3
Views: 3091

Re: Update older Java code?

Thanks FM. Someone else had mentioned CSS as the alternative. I just dont see how these are so dangerous because of their size and all they do is add an effect to the image the mouse hovers over and plays an audio file. But I made these back when fewer exploits came the way via Java, at least that w...
by Cobalt
Fri Aug 07, 2015 4:02 pm
Forum: General Programming
Topic: Update older Java code?
Replies: 3
Views: 3091

Update older Java code?

Anyone here good with Java? I made some hover over buttons using MS front page years ago, back when MS still had their own Virtual Machine for Java. But shortly after, Sun won the rights in a court battle, and since then these buttons I made always prompt a warning, saying they are 3rd party unteste...
by Cobalt
Sun Jul 26, 2015 4:29 am
Forum: General Discussion
Topic: QUAKE MOD SHOWCASE
Replies: 11
Views: 7627

Re: QUAKE MOD SHOWCASE

Glad that thread works for some people. Me, I prefer reading about a mod in one location, then its easier for me to check up on that mod because it has its own specific locaiton. Also this could be useful if an interest generates again in an abandoned mod and someone else or another group want to co...
by Cobalt
Tue Jul 21, 2015 8:43 pm
Forum: General Discussion
Topic: QUAKE MOD SHOWCASE
Replies: 11
Views: 7627

Re: QUAKE MOD SHOWCASE

Well there is a "what are you working on" thread thats got to be several years old now and likely is the longest running ongoing thread I have ever seen on my travels on the web ! Not that thats a dig, but its one hella thread to skim through now and find out what, if anything going on in ...
by Cobalt
Sat Jul 18, 2015 4:24 pm
Forum: General Discussion
Topic: QUAKE MOD SHOWCASE
Replies: 11
Views: 7627

QUAKE MOD SHOWCASE

Was not sure where to post this but I sent Scarecrow a PM just now. Maybe this could be a new topic / forum area where lets say you picked up an old abandoned Quake mod like Killer Quake pak and continued where the orig author left off. This could be the place where you go to look for answers direct...
by Cobalt
Sat Jul 18, 2015 3:52 pm
Forum: General Discussion
Topic: O-T Linux Help - drive cloning
Replies: 9
Views: 3615

Re: O-T Linux Help - drive cloning

Thanks to all who tried to help. Turns out the new server was for the most part pretty quiet after Installing Ubuntu fresh on the new server, didnt bother with cloning. This odd lag problem still came and went, but at a much harder consistency to be able to study for any length of time. The ops peop...
by Cobalt
Fri Jul 17, 2015 5:50 pm
Forum: Artificial Intelligence
Topic: Frikbot swim up for air
Replies: 12
Views: 7361

Re: Frikbot swim up for air

Ok , spent alot of time Diffing each individual bot file but finally got it done. Yea most the biggest changes seem to be in botangleset, and I think the misc file was completely different so that was just a pure copy n paste. The rest of the functions were not too many changes alot needed no change...
by Cobalt
Wed Jul 15, 2015 8:19 pm
Forum: QuakeC Programming
Topic: is there a way to do location specific damage in QC?
Replies: 30
Views: 16855

Re:

Well, Im still at it with this challenge, and I more or less dropped the idea of the Z-hit approach for now, and more or less am trying the method this guy mentioned way back. While I'm sure that engine support would make this all easier, I bet it could all be done with fairly generic QuakeC as well...
by Cobalt
Tue Jul 14, 2015 9:17 pm
Forum: Artificial Intelligence
Topic: Frikbot swim up for air
Replies: 12
Views: 7361

Re: Frikbot swim up for air

Ok I just found the original q1A075 compressed dl file, and botai.qc has this at the top: ====================================== FrikBot version 0.09 REVISION B ====================================== However in electro's accompanying readme, he added: - Upgraded to Frikbot 0.09a (special unreleased ...
by Cobalt
Tue Jul 14, 2015 2:30 pm
Forum: Artificial Intelligence
Topic: Frikbot swim up for air
Replies: 12
Views: 7361

Re: Frikbot swim up for air

In this case I dont know. The mod I am picking up with the Frikbots is Electro's old Q1 Arena od ver 075. His readme says the Frikbots are a "special new version" just for his mod, but thats about all it says. In case anyone is interested, heres his readme file updated with the stuff I hav...
by Cobalt
Mon Jul 13, 2015 12:44 pm
Forum: Artificial Intelligence
Topic: Frikbot swim up for air
Replies: 12
Views: 7361

Re: Frikbot swim up for air

Lightning Hunter's file is called: DefinitiveFrikbotWaypackV2.zip and I believe its over at quaketastic. No src included for Frikbot, just maps and ways. As for your solution to the drowning issue, I thought the simple way would be to adjust that code to search for a nearby section near the surface ...
by Cobalt
Sun Jul 12, 2015 9:29 pm
Forum: QuakeC Programming
Topic: is there a way to do location specific damage in QC?
Replies: 30
Views: 16855

Re: is there a way to do location specific damage in QC?

So lets say we are touching a player, this code seems to return perfectly the side touched , but if the player changes angles_y for example, since the hit box does not rotate with it, how could we recalculate the new side? I had asked LH a similar question years ago and he said we need to use dotpro...
by Cobalt
Sun Jul 12, 2015 9:11 pm
Forum: Artificial Intelligence
Topic: Frikbot swim up for air
Replies: 12
Views: 7361

Re: Frikbot swim up for air

They do it a little on DM3 above the LG, but their movement code seems to inadvertently fix it , not not always. But in general, yea, I am using Lightning Hunters 500+ Ultimate Frikbot mappack that has way_s done on lots (but not all) maps. So its been an interesting testing ground with them. Since ...