Hot on the heels of Beta 1, here comes Beta 2
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The Win64 portability issue mentioned by szo has not yet been fixed.
Search found 402 matches
- Sun Dec 11, 2011 2:57 am
- Forum: General Discussion
- Topic: QuakeForge 0.5.99 Beta 2 Released
- Replies: 11
- Views: 2545
- Sun Dec 11, 2011 12:14 am
- Forum: QuakeC Programming
- Topic: while loops in qc?
- Replies: 4
- Views: 1311
Re: while loops in qc?
Actually, I noticed what you were trying to do. This is the right way:sniperz227 wrote:it worked like it doesnt crash anymore but the code doesnt work
Code: Select all
while (self.shots_fired >= 3) {
...
self.shots_fired = self.shots_fired -3;
}
- Sat Dec 10, 2011 7:31 am
- Forum: QuakeC Programming
- Topic: while loops in qc?
- Replies: 4
- Views: 1311
Re: while loops in qc?
That should be ==, not =. = is assignment, == is comparison.sniperz227 wrote:Code: Select all
while (self.shots_fired = self.shots_fired -3)
- Sat Dec 10, 2011 12:50 am
- Forum: General Discussion
- Topic: QuakeForge 0.5.99 Beta 1 Released
- Replies: 3
- Views: 1607
Re: QuakeForge 0.5.99 Beta 1 Released
Haven't run-tested anything, but one thing I noticed in the source is that the net layer uses int socket fds: if you intend win64 compatibility you need to switch to some sys_socket_t or similar, which is still int for unix but SOCKET for windows targets, see quakespasm or uhexen2. Ah, thank you! I...
- Fri Dec 09, 2011 10:31 am
- Forum: General Discussion
- Topic: QuakeForge 0.5.99 Beta 1 Released
- Replies: 3
- Views: 1607
QuakeForge 0.5.99 Beta 1 Released
After a very long break (too long), I'm very pleased to announce the release of QuakeForge 0.5.99 Beta 1 (will become 0.6 when out of beta). Details Download (sorry about the snow less painful. ). Documentation Known issues: Windows: alt-tab when paused doesn't release the mouse (but does when not p...
- Sat Jun 18, 2011 3:47 am
- Forum: Programming Tutorials
- Topic: Player can grab ledge, hoists up, move on non-horizontal one
- Replies: 15
- Views: 6265
First, I have to say that when I did try out your code, I was very impressed. Contrary to my expectations, it worked quite well and seemed fairly consistent. The FL_ONGROUND and grab-key suggestions came from actually trying things. I couldn't see your pics (1x1 gifs), but I think I know to what pro...
- Sun Jun 12, 2011 2:23 am
- Forum: Programming Tutorials
- Topic: Player can grab ledge, hoists up, move on non-horizontal one
- Replies: 15
- Views: 6265
Ok, I got your code working (minus the slope movement). Neat stuff, though it has some... places needing tweaking. My suggestion for the third traceline might make slope traversal more usable (I'll check this out later). Not grabbing when FL_ONGROUND is set might be a good idea. Currently, walking b...
- Sun Jun 12, 2011 1:41 am
- Forum: Programming Tutorials
- Topic: Player can grab ledge, hoists up, move on non-horizontal one
- Replies: 15
- Views: 6265
This is great. I've been considering doing a tomb raider like mod for a while (especially after playing Wander and the Colossus and ICO on the PS2). I was thinking that lots of fancy entities would be needed. That said, there are a couple of problems in your design and code as presented. NOTE: this ...
- Sun Jun 12, 2011 12:31 am
- Forum: Programming Tutorials
- Topic: Jumping on Exploboxes
- Replies: 16
- Views: 7111
movetype_push is safe because that code does an explicit check for the things sitting on top of it. the issue comes when you have health/ammo boxes/etc sitting on top of an explobox - you don't want the movetype_toss item above getting the onground flag, because if nothing clears it once set, the i...
- Sat Jun 11, 2011 3:56 am
- Forum: Programming Tutorials
- Topic: Jumping on Exploboxes
- Replies: 16
- Views: 7111
I like the concept of this patch, but the implementation seemed rather hacky: in my books, any tweak like this that ripples through the code requiring other tweaks is automatically suspect. Thus, I took a really good look at the code. Whether or not the player can jump is controlled by FL_ONGROUND, ...
- Tue Dec 14, 2010 3:34 pm
- Forum: Programming Tutorials
- Topic: Avirox's Rotation Tutorial Adapted to NetQuake
- Replies: 86
- Views: 98601
Ok, I've been able to test it now, and there's a very important condition for it to work as-is: right must be negated before the transpose. This also means the DotProduct loses the negation: AngleVectors (SVvector (touched, angles), forward, right, up); VectorNegate (right, right); // convert lhs to...
- Tue Dec 14, 2010 12:39 am
- Forum: Programming Tutorials
- Topic: Avirox's Rotation Tutorial Adapted to NetQuake
- Replies: 86
- Views: 98601
A small optimization...
I don't know if this is in the current patch (I haven't looked yet), but in the original post, SV_ClipMoveToEntity is calling AngleVectors twice, once to rotate the trace into the entity's frame, and again to rotate back to the world's frame. This is not necessary because the inverse of a rotation m...