Search found 52 matches

by silverjoel
Thu Nov 07, 2019 9:13 pm
Forum: QuakeC Programming
Topic: Dealing with animation frames
Replies: 3
Views: 7635

Re: Dealing with animation frames

I did framegroups with Quake using Dark Places. Dark Places allows for external framegroups files very similar to how Quake 3 does it. I'm not sure how FTE does it. I had hoped (back when I was doing that stuff) that FTE was going to allow for external framegroups files. Not sure if that ever happen...
by silverjoel
Tue Jun 05, 2018 5:27 pm
Forum: General Discussion
Topic: QUIP - a community project?
Replies: 9
Views: 7849

Re: QUIP - a community project?

Just a little update. I decided to use Storm Engine 2 as my base for a stand alone engine. It's a nice engine that has some good additions over the regular BFG. I've been going through the code to familiarize myself with it, as there are some changes. I am about where I was with the standard Doom 3 ...
by silverjoel
Thu Apr 19, 2018 5:49 am
Forum: General Discussion
Topic: QUIP - a community project?
Replies: 9
Views: 7849

Re: QUIP - a community project?

Thanks a lot for the OBS Studio link. That was exactly what I needed. Here are a couple of videos: Start map - E1M2-ish (E1M2 is pretty much just ambient light right now) https://youtu.be/izw5Cgumj20 Weapon and Ammo models (lighting gun needs work) https://youtu.be/bHtrJ-iJoR0 Button/Switches Test h...
by silverjoel
Thu Apr 12, 2018 3:25 am
Forum: General Discussion
Topic: QUIP - a community project?
Replies: 9
Views: 7849

Re: QUIP - a community project?

I'll check out that OBS Studio. Thanks for that, I found one other one, can't think of the name right now, but I could only record 30 second video. Hopefully this one will work. And yes, it's been a bunch of work. Not really hard work, but tedious. I'm going back through all of the textures now, del...
by silverjoel
Wed Mar 21, 2018 5:26 am
Forum: General Discussion
Topic: QUIP - a community project?
Replies: 9
Views: 7849

Re: QUIP - a community project?

Yeah, Doom 3 is weird when it comes to creating videos. One has to make the demo (easy of course), use the command "avidemo" which one would think makes an avi, but nope, it creates a bunch of tga images and a wav file which takes forever at higher resolutions, and then use a program that ...
by silverjoel
Sat Mar 17, 2018 4:00 am
Forum: General Discussion
Topic: QUIP - a community project?
Replies: 9
Views: 7849

QUIP - a community project?

As a long time fan of Quake, I have wanted to bring the game into a more modern engine. I have admired the DarkMod ever since they created it and am somewhat surprised that Quake has never had a project similar to that. So, here is QUIP (Quake Update and Improvement Project). I have ported many Quak...
by silverjoel
Thu May 11, 2017 10:59 pm
Forum: QuakeC Programming
Topic: Monsters triggering buttons
Replies: 5
Views: 4055

Re: Monsters triggering buttons

edit: one would also have to add the monster classname to the button_touch function. Another, better trick you can use instead of classname checks is to use a .flags & FL_MONSTER check. That works, too. I only want certain monsters to be able to use buttons though, so classnames for me. I'll pr...
by silverjoel
Thu May 11, 2017 4:17 pm
Forum: QuakeC Programming
Topic: Monsters triggering buttons
Replies: 5
Views: 4055

Re: Monsters triggering buttons

Thanks for the replies. I'm using waypoints with built-in functions, so traceline/tracebox on every walkmove call is not needed. The origin trick is what I used. I already had realorigin in my functions, but didn't think to use it there for whatever reason. It's working now though, and here's the co...
by silverjoel
Wed May 10, 2017 8:30 pm
Forum: QuakeC Programming
Topic: Monsters triggering buttons
Replies: 5
Views: 4055

Monsters triggering buttons

I'm trying to figure out a good way to allow monsters to trigger buttons (open certain doors, use certain plats...). The big problem is that entities with MOVETYPE_STEP don't actually come in contact with the "touch" of the button (I have changed the button touch function to include specif...
by silverjoel
Mon Feb 27, 2017 7:43 pm
Forum: QuakeC Programming
Topic: Sprite-based weapons
Replies: 2
Views: 3334

Re: Sprite-based weapons

by silverjoel
Fri May 20, 2016 3:27 pm
Forum: QuakeC Programming
Topic: Help with the getsurface functions
Replies: 7
Views: 4512

Re: Help with the getsurface functions

I was going for a hit skin on entities. By that I mean a simple 4 color skin and apply damage based on which color was hit. I figured I could at least pull the coordinates of where the texture was hit, that appeared to be one of the surface attributes, but it doesn't seem to be working out either.
by silverjoel
Fri May 20, 2016 3:23 am
Forum: QuakeC Programming
Topic: Help with the getsurface functions
Replies: 7
Views: 4512

Re: Help with the getsurface functions

Thanks, but that's too bad. I take it there is no way to get a pixel color?
by silverjoel
Thu May 19, 2016 10:32 pm
Forum: QuakeC Programming
Topic: Help with the getsurface functions
Replies: 7
Views: 4512

Help with the getsurface functions

I can't seem to find much information on the getsurface functions (DP and others?). I'm trying to get the pixel color at a point, which I think I can do with one of these. Getsurfacepointattribute is probably what I need, but I'm not sure what to use as inputs. vector(entity e, float s, float n, flo...
by silverjoel
Wed Nov 11, 2015 6:27 pm
Forum: QuakeC Programming
Topic: Weapons using player model
Replies: 10
Views: 6031

Re: Weapons using player model

I added a tag_eyes on the head model and than attached the camera to that. It works out quite nicely, but DP uses the offset of the normal view for height which means water gets a little tricky.

I have a fully functional segmented md3 player model with weapons.
by silverjoel
Sat Feb 23, 2013 7:55 am
Forum: QuakeC Programming
Topic: DP md3 tag origin question
Replies: 2
Views: 2343

Re: DP md3 tag origin question

Thanks, I just found that myself. It can be a pain to read through all of dpextensions.qc.