Search found 31 matches
- Sat May 21, 2011 9:01 pm
- Forum: QuakeC Programming
- Topic: Quake C documentation
- Replies: 11
- Views: 3673
Missing Option
What, there's no option for "Read Engine Source Code"? That's what I use. Well, most of the time I use a mix of things (usually whatever Google brings up). However, whenever I really need to know how things work, I use the source.
- Sun Sep 05, 2010 7:44 pm
- Forum: QuakeC Programming
- Topic: Quake remembers my Movements...
- Replies: 5
- Views: 1551
- Sun Aug 29, 2010 12:42 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511175
Those images sure are pretty, but the lighting in the second two shots looks kinda off. The bright spots just look like they're being lit from out of nowhere, like there's just a radius light nearby, with no identifiable source. If that's supposed to be sunlight coming in from behind the viewer, it ...
- Wed Aug 25, 2010 4:47 pm
- Forum: QuakeC Programming
- Topic: Reload Help
- Replies: 16
- Views: 5128
- Tue Aug 24, 2010 11:26 am
- Forum: Modeling
- Topic: Trickle's Vwep Wisdom?
- Replies: 36
- Views: 16017
- Tue Aug 24, 2010 7:53 am
- Forum: Modeling
- Topic: Trickle's Vwep Wisdom?
- Replies: 36
- Views: 16017
In regards to Baker's desire to automate this process. I have an idea that might work, although, it would require some fairly advanced programming.
The idea is to basically preprocess the the models using the MD3 attachment system. The program would load the player model and each weapon model. For ...
The idea is to basically preprocess the the models using the MD3 attachment system. The program would load the player model and each weapon model. For ...
- Tue Aug 24, 2010 7:09 am
- Forum: QuakeC Programming
- Topic: Reload Help
- Replies: 16
- Views: 5128
The animation frames are defined in "player.qc". If you wish to add additional animations, you'll need to define the frames and their sequence. The syntax for this is a little obscure, but it's very powerful, as an animation frame can also execute arbitrary code (such as playing the reloading sound ...
- Tue Aug 24, 2010 6:58 am
- Forum: QuakeC Programming
- Topic: slo mo replays?
- Replies: 15
- Views: 4079
- Mon Aug 23, 2010 9:37 am
- Forum: General Discussion
- Topic: Introduction Thread
- Replies: 124
- Views: 63777
I suppose I should drop a little note in here. My name is Levi Aho and I've been writing code for many years now. I got into Quake as it was one of the earliest games with good Linux support and low hardware requirements. By the time I really got into it, it was a few generations old, but still a ...
- Mon Aug 23, 2010 8:45 am
- Forum: Engine Programming
- Topic: [Engine Standard] Water Alpha
- Replies: 41
- Views: 8819
I think frag.machine is onto something here. I agree with his reasoning for two reasons. First, it avoids the kludgy overloading of an already existing cvar. Secondly, using a different variable would avoid the problem that Spike pointed out, namely, an existing r_wateralpha being stashed away in a ...
- Sun Aug 22, 2010 8:18 am
- Forum: QuakeC Programming
- Topic: I need some help getting started.
- Replies: 19
- Views: 4787
- Sun Aug 22, 2010 3:21 am
- Forum: QuakeC Programming
- Topic: I need some help getting started.
- Replies: 19
- Views: 4787
- Sun Aug 22, 2010 3:08 am
- Forum: General Discussion
- Topic: [release] Hellsmash Beta 3
- Replies: 149
- Views: 49169
This is a really cool mod. What I've played of it so far has been cool. However, the difficulty seems too high. Perhaps I just suck, but I keep dying repeatedly even on easy. The problem seems to be the amount of damage the better monsters (especially some of the enforcers) do per hit. The quantity ...
- Sat Aug 21, 2010 8:51 pm
- Forum: QuakeC Programming
- Topic: Quick CSQC question
- Replies: 14
- Views: 3029
- Fri Aug 20, 2010 6:12 am
- Forum: QuakeC Programming
- Topic: Quick CSQC question
- Replies: 14
- Views: 3029