Search found 70 matches

by ooppee
Thu Oct 18, 2012 2:13 am
Forum: QuakeC Programming
Topic: Multiply / clone enemies
Replies: 6
Views: 3084

Re: Multiply / clone enemies

Will have to give this a try sometime.

You should have all enemies take damage at the start of the function too (both the spawner and the spawned). Even make it 0 damage. This would make them run around and make the game even more chaotic.
by ooppee
Sat Apr 07, 2012 5:03 pm
Forum: QuakeC Programming
Topic: 6 round burst fire
Replies: 15
Views: 5871

Re: 6 round burst fire

Tried all of your ways. Each worked but sadly still caused them to fire all at once (my fault most likely lmao). So I did do this: //classichammerburst void() player_supernail1 =[$shotatt2, player_supernail2 ] { self.weaponframe=2; self.effects = self.effects | EF_MUZZLEFLASH; W_FireSuperSpikes (); ...
by ooppee
Fri Apr 06, 2012 10:10 pm
Forum: QuakeC Programming
Topic: 6 round burst fire
Replies: 15
Views: 5871

Re: 6 round burst fire

And before anybody asks, no I still don't have any time to do that tutorial series I was planning. That directed at me with the possible 100+ weapons that we discussed nearly a year ago? :P I hear ya there. Been working on it off and on. However basically zero progress has been made. Too busy with ...
by ooppee
Fri Apr 06, 2012 4:49 am
Forum: QuakeC Programming
Topic: 6 round burst fire
Replies: 15
Views: 5871

Re: 6 round burst fire

Got it to fire 6 shots at once - but it's firing all 6 at once like a shotgun - instead of actually firing in a burst.
by ooppee
Thu Apr 05, 2012 2:43 am
Forum: QuakeC Programming
Topic: 6 round burst fire
Replies: 15
Views: 5871

6 round burst fire

Having some issues with this and I know it's so simple. Been trying to make a weapon that fires in a 6 round burst. I get the 6 round burst just fine and making it not fire if you have under 6 shots. However what I am wanting is for it to fire in a burst regardless of the ammo it has. So if it has 4...
by ooppee
Sun Jul 31, 2011 5:52 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6000473

I think sucked out. Starry background - so my guess outer space with a part blown in the hull of the ship.
by ooppee
Tue Jul 19, 2011 7:54 am
Forum: General Discussion
Topic: Suggestions for LordHavoc's Darkplaces
Replies: 18
Views: 5628

My only want is the full functionality of the Quake 3 shader functions. It would make for some amazing customizations - plus would greatly benefit projects like Quake Reforged - the Chthon skin for example. Takes like 30mb - whereas if we had full functionality it could drop to 4mb tops as there wou...
by ooppee
Fri Jun 10, 2011 6:40 am
Forum: Programming Tutorials
Topic: Physics: Freeze all non-clients
Replies: 2
Views: 2638

Like to see this out so other engines can support it. I use this command VERY frequently in DP to test out models. Hard to see the texture detail on a enemy shooting you and constantly moving.
by ooppee
Tue May 24, 2011 2:31 am
Forum: QuakeC Programming
Topic: spawning an entity during animation of another entity
Replies: 4
Views: 1281

They don't stack. It actually looks pretty good.
If you are worried about them stacking due to the corpses going solid (gibbable) - that shouldn't be a issue as the 2 corpses - sword and knight - only one should be able to be gibbed. The Knight - the sword shouldn't gib.
by ooppee
Sun May 22, 2011 12:37 am
Forum: Modeling
Topic: 3D Studio Max for free (features cut for game development)
Replies: 15
Views: 12254

I use various programs. I actually main in Milkshape 3D - you can laugh now lol However it's not that "weak" - check out the SoA weapons I did, about 90% of the work on them was MS3D. Weapons referring to are the Mjolnir and Laser Cannon (my edited version of Ruohis' GL for the Prox Launch...
by ooppee
Tue May 17, 2011 3:45 am
Forum: General Discussion
Topic: Quoth site.
Replies: 5
Views: 1648

quaddicted.com shutting down? *goes to download as many maps as possible*
by ooppee
Tue May 17, 2011 3:42 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 112285

Likewise with me. Did you try the idea I sent off and if so did it work?
Can't wait for the update :)
by ooppee
Wed Apr 27, 2011 3:52 pm
Forum: Engine Programming
Topic: Amount of Quake in Half Life 2
Replies: 2
Views: 1223

Differs in many fashions. Has all the extra texture formats, sound engine features (surround sound for one), normal mapping, gloss textures ect. There's so much to list. I know just from models: -skeletal animation instead of vertex -weighed skeleton (requires above) -animation blending (having lowe...
by ooppee
Sun Apr 17, 2011 9:19 pm
Forum: Tutorial Help
Topic: [C&P Tutorial] Weapon System Overhaul
Replies: 17
Views: 29822

http://www.sendspace.com/file/uo17t8 Here's a example of his weapon tut put to use quite heavily. 25 weapons. The 25th was added with a work around - doing this I discovered you can have 168 "different" weapons if you wanted! (and for them to appear on the HUD - CAN be more if you include ...