Search found 771 matches
- Thu Dec 08, 2011 2:11 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 114424
Re: Improved Gibbable Corpses Tutorial, and "Semisolid"
I haven't touched this in a long time. I've been extremely busy and it's not looking easier in the future either. :/ If someone else wants to address these bugs, I encourage them to do so. I have ideas below, but I'm not really set up to implement them myself. Monsters getting angry at corpses: Mons...
- Tue Jul 05, 2011 5:19 am
- Forum: Gameplay & Design
- Topic: Generic Perks DM Mod
- Replies: 25
- Views: 26636
- Mon Jul 04, 2011 6:44 am
- Forum: Gameplay & Design
- Topic: Generic Perks DM Mod
- Replies: 25
- Views: 26636
Neat ideas. I like lots of them, but have questions/concerns about several. Does Phantom telefrag? Are you meant to telefrag to get the Pro effect, or is it just get X number of frags from the time you pick this perk? Armorer and Ogre seem far better than slipgater, which seems like it would be hard...
- Wed Jun 29, 2011 2:31 pm
- Forum: Gameplay & Design
- Topic: Zombie types
- Replies: 14
- Views: 16207
Any flying monsters to replace scrags? Most levels with monster_wizard expect that monster to fly, so you may want a zombie that can do so. A flying undead creature that is responsible for creating the zombies from corpses (ala Dead Space) could be a good option. If you kill a zombie, this creature ...
- Wed May 18, 2011 11:11 pm
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 114424
I have not tried it, but I'm fairly certain it would work. I think the other option would be to call SemisolidPostThink before the lightning/axe attack and SemisolidPreThink after (but I had issues last time I tried that, not sure if I resolved them). I've been very busy lately, and tired when I do ...
- Mon May 16, 2011 2:40 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 114424
- Sat Apr 23, 2011 6:02 pm
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 114424
- Sat Apr 23, 2011 5:38 pm
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 114424
- Sat Apr 23, 2011 3:18 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 114424
DOUBLE-POSTED! So I've updated the tutorial. If someone doesn't mind going through it from scratch and testing that I got everything right, I'd appreciate it! Enjoy! If you want to update an old implementation of your tutorial, most (or all?) of the chagnes are in the first 2 steps, in world.qc and ...
- Sat Apr 23, 2011 1:49 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 114424
- Sun Apr 17, 2011 7:02 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 114424
Corpse limit doesn't exist, since they no longer use the bodyque. If there are 200 monsters in the level, there could be up to 200 corpses when you kill them all, provided you don't pop any along the way. Axe only worked in DP during testing, and sadly I think it was a fluke (see below). Tried it in...
- Sun Apr 17, 2011 3:54 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 114424
So..... I have good news, and I have bad news. And then some freakish good news. I've implemented the changes so that it's just calling a BecomeCorpse function now. I've tested in directq and other engines, and bodyhopping and corpses falling through the floor both seem to be fixed. Huzzah! However,...
- Sun Apr 17, 2011 1:53 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 114424
Leileilol: Thanks, killing opengl.dll did it. So... fascinating. DirectQ had no problems, reproduced the falling through floor bug but not bodyhopping. However, glQrack DID have bodyhopping. Every time. Plain GLQuake crashes on me still, but I suspect it would have the same problem. This may be a bu...
- Sun Apr 17, 2011 1:22 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 114424
LightningHunter: I tried both GLQuake and Qrack. Any idea where to get the missing glide2x.dll? Update: Installed the engines leileilol suggested. DirectQ needed glide2x.dll, but Qbism worked. Though for some reason I can't turn off transparency in every model (monsters, my weaponmodel, etc are all ...
- Sat Apr 16, 2011 3:26 am
- Forum: QuakeC Programming
- Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
- Replies: 89
- Views: 114424
LightningHunter: I can't get GLQuake to run. The one that came with steam insists it cannot *find* steam... O_o Winquake crashes hard, too. Got a download location? fteqw ignores my -game command. :( Corpses on platforms: I've not seen this on DP, so I'll have to find a GLQuake variant I can run for...