Search found 70 matches

by ooppee
Tue Mar 22, 2011 7:59 am
Forum: QuakeC Programming
Topic: Confusing error
Replies: 24
Views: 3504

If you gave more testing, you would encounter some bugs. I don't have the grappling hook available in any way aside from Impulse 9 currently. However upon spawning, I have it. I used "15" as it's value, tried again with 17,19,21,9 all gave off same effect. When I made it back to 8388608 (d...
by ooppee
Tue Mar 22, 2011 12:21 am
Forum: QuakeC Programming
Topic: Confusing error
Replies: 24
Views: 3504

Yeah I was figuring as much with the whole 1,2,4,8,16,32,64,128,256,.....ect that using "17" like the tutorial said wouldn't be the ideal way. It "worked" (like all guns were in inventory, selectable, fire-able, pickupable ect) however I can imagine it can break other things. Wha...
by ooppee
Mon Mar 21, 2011 11:44 pm
Forum: QuakeC Programming
Topic: Confusing error
Replies: 24
Views: 3504

http://www.inside3d.com/showtutorial.php?id=60 This tut adds in another weapon using: IT_SNIPER = 17; I did try this just with my IT_CLIGHTNING. It also fixes the error. However, would this cause any errors or crashes - more based upon the engines. I wouldn't want to go this simple route of adding t...
by ooppee
Mon Mar 21, 2011 9:11 pm
Forum: QuakeC Programming
Topic: Confusing error
Replies: 24
Views: 3504

Looking at the IT2_xxxx Seems Mission Pack 2 added "IT2_" to bypass the limits? In the id1 code - the armors were IT not IT2 and whenever they are called they care called through *other/targ*.items In ID1 code it's: *other/targ*.items In MP2 it's *other/targ*.items2 Think I may of been bli...
by ooppee
Mon Mar 21, 2011 7:45 pm
Forum: QuakeC Programming
Topic: Confusing error
Replies: 24
Views: 3504

// items float IT_AXE = 2048; // 1 float IT_SHOTGUN = 1; float IT_SUPER_SHOTGUN = 2; float IT_NAILGUN = 4; float IT_SUPER_NAILGUN = 8; float IT_GRENADE_LAUNCHER = 16; float IT_ROCKET_LAUNCHER = 32; float IT_LIGHTNING = 64; // 8 float IT_SHELLS = 128; float IT_NAILS = 256; float IT_ROCKETS = 512; fl...
by ooppee
Mon Mar 21, 2011 5:46 pm
Forum: QuakeC Programming
Topic: Confusing error
Replies: 24
Views: 3504

Confusing error

Ok did a Chainlightning gun. Works upon pickup fine. I currently have it only selectable via Impulse 64 (not in scroll weapon commands) as I am doing other things first. My issue though is the cheat command - impulse 9. I added the IT_CLIGHTNING. void() CheatCommand = { if (deathmatch || coop) retur...
by ooppee
Tue Mar 15, 2011 4:23 pm
Forum: QuakeC Programming
Topic: Mission Pack 2 Animation fix?
Replies: 6
Views: 1252

http://www.quaketastic.com/upload/files/misc/ooppee-fixed-DoE-PlasmaLauncher-V2.zip Got it running all now. So it as the projectile not moving fix (when used in Darkplaces) and now the Plasmagun animates upon firing which actually looks a lot better than sitting idle (and allows modders to make a an...
by ooppee
Tue Mar 15, 2011 4:19 pm
Forum: General Discussion
Topic: Prey 2
Replies: 13
Views: 3623

Why'd they bother making a sequel?
by ooppee
Mon Mar 14, 2011 7:18 pm
Forum: QuakeC Programming
Topic: QTest Progs.dat source?
Replies: 17
Views: 3852

Thanks!
Actually already proving to be very useful in the information I needed
by ooppee
Mon Mar 14, 2011 8:55 am
Forum: QuakeC Programming
Topic: Mission Pack 2 Animation fix?
Replies: 6
Views: 1252

Indeed found the part, but now whenever I touch it - the firing goes to the Lightning guns speed lmao (animation works though). //============================================================================ void() W_FirePlasma; void() player_light1 =[$light1, player_light2 ] { self.effects = self.ef...
by ooppee
Mon Mar 14, 2011 1:00 am
Forum: QuakeC Programming
Topic: Mission Pack 2 Animation fix?
Replies: 6
Views: 1252

Ok well if I want to animate it - where would that fix need to be applied?
I called it a bug as the model itself has animation frames + the gun is pretty much the Q1 BFG equal (big ball that deals heavy damage) yet it sits idle. Zero feedback from a weapon is bad.
by ooppee
Mon Mar 14, 2011 12:35 am
Forum: QuakeC Programming
Topic: Mission Pack 2 Animation fix?
Replies: 6
Views: 1252

Mission Pack 2 Animation fix?

http://quakeone.com/forums/quake-mod-releases/finished-works/6246-mp2-fix-darkplaces-plasma-launcher-not-firing-properly.html I did this QC edit which fixed the issue of the Plasmagun NOT working in Darkplaces. However a annoyance that has happened since Day 1 for me regardless of engine. The Plasma...
by ooppee
Mon Mar 14, 2011 12:10 am
Forum: QuakeC Programming
Topic: QTest Progs.dat source?
Replies: 17
Views: 3852

Ah any chance you could email it to me - just so I dont have to bomb-bard any further questions I may have? ooppee@hotmail.com
by ooppee
Sat Mar 12, 2011 11:03 pm
Forum: QuakeC Programming
Topic: QTest Progs.dat source?
Replies: 17
Views: 3852

Thanks for the info :)
Any chance you can tell me where you got your info on all of this? Would like to take a look at all the details I can (esp if it has the enemy info too)
by ooppee
Mon Feb 28, 2011 1:56 am
Forum: QuakeC Programming
Topic: QTest Progs.dat source?
Replies: 17
Views: 3852

Thanks those cover most of what I was wanting (single shotty is all that's left - however the change appears to be minor so self adjusting will find it.).
Monster damage is easy to figure out - get hit by them with no armor.