I have making such a weapon in my mod long time ago, that mod was never released and it seems i completely lost it when my hard drive was crashed.
Main problem of Arc-Of-Death Quake implementation is that it will be a bit more complicated, because of pure 3D quake has, in other words, while moving ...
Search found 12 matches
- Wed Nov 19, 2008 10:58 am
- Forum: QuakeC Programming
- Topic: Arc of Death
- Replies: 3
- Views: 1821
- Fri Oct 31, 2008 6:01 am
- Forum: General Programming
- Topic: Shader help (Darkplaces)
- Replies: 2
- Views: 3661
- Fri Oct 10, 2008 12:29 pm
- Forum: QuakeC Programming
- Topic: DP Post Processing Effects
- Replies: 6
- Views: 3100
GiffE wrote:
I did see that its a very "cheap hack" way of making it work.I also don't trust the client very much by using cvars for that info. All you need is to make Client Side QC (or CSQC) update this cvars every frame (even if this will be static value) - then it can't be changed in console ...
I did see that its a very "cheap hack" way of making it work.I also don't trust the client very much by using cvars for that info. All you need is to make Client Side QC (or CSQC) update this cvars every frame (even if this will be static value) - then it can't be changed in console ...
- Fri Oct 10, 2008 9:47 am
- Forum: QuakeC Programming
- Topic: DP Post Processing Effects
- Replies: 6
- Views: 3100
- Fri Oct 03, 2008 8:28 am
- Forum: QuakeC Programming
- Topic: Dynamic registering of extensions
- Replies: 5
- Views: 2107
- Fri Sep 26, 2008 12:21 pm
- Forum: QuakeC Programming
- Topic: Dynamic registering of extensions
- Replies: 5
- Views: 2107
QC variants of find all working, the defines easily can be removed, they are here because of duplicated code on all find* functions
I do not say that this is a new idea, just useful method to get rid of extension-checking in code (one file keeps all checks) that has main logic and easy porting of ...
I do not say that this is a new idea, just useful method to get rid of extension-checking in code (one file keeps all checks) that has main logic and easy porting of ...
- Fri Sep 26, 2008 9:47 am
- Forum: QuakeC Programming
- Topic: Dynamic registering of extensions
- Replies: 5
- Views: 2107
Dynamic registering of extensions
QSG extension system is great, but using it adds some dirtyness to code - especially if using builins that adds new subsystems (like new find methods). This idea generally comes to solve situation with unsupported builtins called (yeah, somewhat when you forgot to check for certain extension ...
- Tue Jun 10, 2008 8:34 am
- Forum: Quake Events
- Topic: What you would be working on for QExpo 2008
- Replies: 95
- Views: 142558
- Wed Jun 29, 2005 9:37 pm
- Forum: Quake Events
- Topic: QEXPO '05
- Replies: 59
- Views: 44873
- Fri Apr 15, 2005 11:13 am
- Forum: General Discussion
- Topic: Revitalizing Quake
- Replies: 31
- Views: 12952
- Fri Feb 25, 2005 7:52 am
- Forum: General Discussion
- Topic: Sagdoll
- Replies: 8
- Views: 4098
- Sat Jan 15, 2005 11:07 pm
- Forum: General Discussion
- Topic: Speed Mods
- Replies: 7
- Views: 5882
turtlemod
http://razorwind.quakegate.net/files/sm00_vortex.exe (7-zip sfx)
An enforcers mod
all weapons turned into different sort of lasers
enforcer's ai was tweaked a bit, they can strafe, jump and have predictable aim.
skill 1 is recommended
An enforcers mod
all weapons turned into different sort of lasers
enforcer's ai was tweaked a bit, they can strafe, jump and have predictable aim.
skill 1 is recommended
