Search found 39 matches
- Thu Oct 16, 2014 7:28 pm
- Forum: QuakeC Programming
- Topic: [Tutorial] Making Ogres lob grenades into your cover
- Replies: 11
- Views: 9481
Re: [Tutorial] Making Ogres lob grenades into your cover
You maybe want to play with something new on grenade related things. Code is based off original ogre grenade throwing code with some Patrick Martin aiming code thrown in and some ideas I added in to it make it more interesting. You see references in the function names starting with "potty" which is ...
- Mon Apr 14, 2014 6:02 pm
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 42830
Re: The Dijkstra Project
OMC at one point I had Frik Bots / Custom TF bots code combined into one thing. Using Frik bot waypoint/other main things and customf tf bots weapons/skins. Basically it was setup that when CustomTF mode ( i.e. team fortress and/or coop) they would use that CustomTF logic and when in deathmatch mode ...
- Sun Apr 13, 2014 4:21 pm
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 42830
Re: The Dijkstra Project
OMC couple things
1) Take a look at the last release of CustomTF coop that gizmo maintained. I sent him some code changes that would address some issues with grunties getting stuck and I know he had some things he did to the gruntie bot code to improve it.
2) I know way back there were a couple ...
1) Take a look at the last release of CustomTF coop that gizmo maintained. I sent him some code changes that would address some issues with grunties getting stuck and I know he had some things he did to the gruntie bot code to improve it.
2) I know way back there were a couple ...
- Tue Feb 18, 2014 4:24 am
- Forum: General Programming
- Topic: FTE Client debugging commands
- Replies: 1
- Views: 11652
FTE Client debugging commands
Having issue with maybe bad model or something on my coop mod.
Right now I got it running on FTE server and trying to connect it locally FTE client.
Is there anykind of debugging on the FTE client that can be set to say what is going on?
Tried setting the FTE server debug stuff on and do not see ...
Right now I got it running on FTE server and trying to connect it locally FTE client.
Is there anykind of debugging on the FTE client that can be set to say what is going on?
Tried setting the FTE server debug stuff on and do not see ...
- Wed Feb 12, 2014 9:38 pm
- Forum: QuakeC Programming
- Topic: Quakeworld banned ip list
- Replies: 4
- Views: 2471
Re: Quakeworld banned ip list
Nah it one of things that I could not remember on how to ban ip address in quakeworld.
I've had good luck with running some other quakeworld mods in the pass and never had to have ban ip list setup.
As for some spamming or attacking a quakeworld server in some fashion is pretty lame considering ...
I've had good luck with running some other quakeworld mods in the pass and never had to have ban ip list setup.
As for some spamming or attacking a quakeworld server in some fashion is pretty lame considering ...
- Tue Feb 11, 2014 3:11 am
- Forum: QuakeC Programming
- Topic: Quakeworld banned ip list
- Replies: 4
- Views: 2471
Quakeworld banned ip list
Don't know exactly what forum section to place this question under.
Question I got is there a given file name you can setup to hold a list of permanent banned ip address list so when you start a server it reads that in?
I am running FTE server just anyone that anwsers my question.
Keep getting ...
Question I got is there a given file name you can setup to hold a list of permanent banned ip address list so when you start a server it reads that in?
I am running FTE server just anyone that anwsers my question.
Keep getting ...
- Sat Dec 07, 2013 9:21 pm
- Forum: QuakeC Programming
- Topic: Any to tell what model ezquake is crashing on?
- Replies: 2
- Views: 2167
Re: Any to tell what model ezquake is crashing on?
make sure you're not calling the precache builtin mid-game.
FTE is fine with it though, so will accept it just fine if your code does it.
assuming you're using an FTE server, set developer to 1 on the server. this will result in some sort of 'Delayed model precache: foo.mdl' print, presumably when ...
FTE is fine with it though, so will accept it just fine if your code does it.
assuming you're using an FTE server, set developer to 1 on the server. this will result in some sort of 'Delayed model precache: foo.mdl' print, presumably when ...
- Sat Dec 07, 2013 8:11 pm
- Forum: QuakeC Programming
- Topic: Any to tell what model ezquake is crashing on?
- Replies: 2
- Views: 2167
Any to tell what model ezquake is crashing on?
Getting errors out of ezquake on a mod returning "R_DrawViewModel: bad modelindex" errors.
Weird part is when you first connect ezquake it comes back with the error.
Do a reconnect with client still active it will connect the server mod and run just find (at least far as I can tell).
Any way to ...
Weird part is when you first connect ezquake it comes back with the error.
Do a reconnect with client still active it will connect the server mod and run just find (at least far as I can tell).
Any way to ...
- Mon Apr 29, 2013 6:33 pm
- Forum: QuakeC Programming
- Topic: Future Vs Fantasy quake mod source code?
- Replies: 5
- Views: 3525
Re: Future Vs Fantasy quake mod source code?
Actuallly quoth full source source I do not think was ever released fully.
There are bits and pieces released in other mods like Lost Chapters which source code for that was released.
I am thinking a couple other mods that were released with source just don't come to mind right now that
had bits ...
There are bits and pieces released in other mods like Lost Chapters which source code for that was released.
I am thinking a couple other mods that were released with source just don't come to mind right now that
had bits ...
- Mon Apr 29, 2013 4:10 pm
- Forum: QuakeC Programming
- Topic: Future Vs Fantasy quake mod source code?
- Replies: 5
- Views: 3525
Re: Future Vs Fantasy quake mod source code?
Yup I have read various things on FvF.
Was curious source was ever released for real.
Yes I have used google and other resource to try find said source.
Was curious source was ever released for real.
Yes I have used google and other resource to try find said source.
- Sun Apr 28, 2013 5:28 pm
- Forum: QuakeC Programming
- Topic: Future Vs Fantasy quake mod source code?
- Replies: 5
- Views: 3525
Future Vs Fantasy quake mod source code?
Old mod Future Vs Fantasy quake.
Curious was source code ever released for it?
Curious was source code ever released for it?
- Thu Apr 25, 2013 6:37 pm
- Forum: QuakeC Programming
- Topic: How to make a rocket fly on a spiral trajectory?
- Replies: 12
- Views: 5337
Re: How to make a rocket fly on a spiral trajectory?
Thanks for the code.
Little tweaking of the routine nice to have three rockets going at once.
As in first rocket just fires in a straight line with two other rockets doing a spiral around first rocket.
Lots of crazy ideas are possible.
Little tweaking of the routine nice to have three rockets going at once.
As in first rocket just fires in a straight line with two other rockets doing a spiral around first rocket.
Lots of crazy ideas are possible.
- Mon Apr 22, 2013 2:45 pm
- Forum: QuakeC Programming
- Topic: How to make a rocket fly on a spiral trajectory?
- Replies: 12
- Views: 5337
Re: How to make a rocket fly on a spiral trajectory?
Orion can you post the whole code for this one?
Got it to work, using this code:
void() SpiralThink =
{
local vector ang;
self.nextthink = time + 0.05;
if (self.health < time)
{
if (self.owner.rl_detonation == 1)
RocketExplode ();
else
remove(self);
return;
}
if (self.t_width ...
Got it to work, using this code:
void() SpiralThink =
{
local vector ang;
self.nextthink = time + 0.05;
if (self.health < time)
{
if (self.owner.rl_detonation == 1)
RocketExplode ();
else
remove(self);
return;
}
if (self.t_width ...
- Fri Mar 22, 2013 4:02 pm
- Forum: QuakeC Programming
- Topic: Help: Making a player 'deaf'
- Replies: 34
- Views: 13730
Re: Help: Making a player 'deaf'
OMC keep things simple
1) Keep mod based on using the same fortress folder structure setup. Making players download ton new things from a different setup is going to annoy people.
2) Make your new sounds and/or models unique names so they do not conflict with existing customtf mod (or other tf ...
1) Keep mod based on using the same fortress folder structure setup. Making players download ton new things from a different setup is going to annoy people.
2) Make your new sounds and/or models unique names so they do not conflict with existing customtf mod (or other tf ...
- Mon Apr 30, 2012 8:22 pm
- Forum: General Discussion
- Topic: Ace12GA Quake 1; Alpha/Beta release
- Replies: 13
- Views: 9592
Re: Ace12GA Quake 1; Alpha/Beta release
LOL.. Some of us are a wee bit older than mid 30's. :lol:
Sometimes I forget not everyone is in their mid 30's with declining reflexes. ;)
Yeah... And a few of us are even closer to the mid 40's! Gasp! :P
Oh yeah.... And a few of us are even closer to the 50 this next month (aka May) Last ...
Sometimes I forget not everyone is in their mid 30's with declining reflexes. ;)
Yeah... And a few of us are even closer to the mid 40's! Gasp! :P
Oh yeah.... And a few of us are even closer to the 50 this next month (aka May) Last ...