Search found 39 matches

by ratbert
Thu Oct 16, 2014 7:28 pm
Forum: QuakeC Programming
Topic: [Tutorial] Making Ogres lob grenades into your cover
Replies: 11
Views: 6117

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"...
by ratbert
Mon Apr 14, 2014 6:02 pm
Forum: Artificial Intelligence
Topic: The Dijkstra Project
Replies: 23
Views: 11904

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...
by ratbert
Sun Apr 13, 2014 4:21 pm
Forum: Artificial Intelligence
Topic: The Dijkstra Project
Replies: 23
Views: 11904

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 mods...
by ratbert
Tue Feb 18, 2014 4:24 am
Forum: General Programming
Topic: FTE Client debugging commands
Replies: 1
Views: 3123

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 any...
by ratbert
Wed Feb 12, 2014 9:38 pm
Forum: QuakeC Programming
Topic: Quakeworld banned ip list
Replies: 4
Views: 1725

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 how ...
by ratbert
Tue Feb 11, 2014 3:11 am
Forum: QuakeC Programming
Topic: Quakeworld banned ip list
Replies: 4
Views: 1725

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 some ...
by ratbert
Sat Dec 07, 2013 9:21 pm
Forum: QuakeC Programming
Topic: Any to tell what model ezquake is crashing on?
Replies: 2
Views: 1488

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 ...
by ratbert
Sat Dec 07, 2013 8:11 pm
Forum: QuakeC Programming
Topic: Any to tell what model ezquake is crashing on?
Replies: 2
Views: 1488

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 w...
by ratbert
Mon Apr 29, 2013 6:33 pm
Forum: QuakeC Programming
Topic: Future Vs Fantasy quake mod source code?
Replies: 5
Views: 2734

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 and...
by ratbert
Mon Apr 29, 2013 4:10 pm
Forum: QuakeC Programming
Topic: Future Vs Fantasy quake mod source code?
Replies: 5
Views: 2734

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.
by ratbert
Sun Apr 28, 2013 5:28 pm
Forum: QuakeC Programming
Topic: Future Vs Fantasy quake mod source code?
Replies: 5
Views: 2734

Future Vs Fantasy quake mod source code?

Old mod Future Vs Fantasy quake.

Curious was source code ever released for it?
by ratbert
Thu Apr 25, 2013 6:37 pm
Forum: QuakeC Programming
Topic: How to make a rocket fly on a spiral trajectory?
Replies: 12
Views: 3982

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.
by ratbert
Mon Apr 22, 2013 2:45 pm
Forum: QuakeC Programming
Topic: How to make a rocket fly on a spiral trajectory?
Replies: 12
Views: 3982

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) { if (self.frags == 0)...
by ratbert
Fri Mar 22, 2013 4:02 pm
Forum: QuakeC Programming
Topic: Help: Making a player 'deaf'
Replies: 34
Views: 10877

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 mods ...
by ratbert
Mon Apr 30, 2012 8:22 pm
Forum: General Discussion
Topic: Ace12GA Quake 1; Alpha/Beta release
Replies: 13
Views: 8101

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 Gasp?????...