Hello all, I'm working on a total conversion mod of Darkplaces to a mech shooter.
I've progressed far enough where creating a custom UI will help in testing character stats, so naturally its time to dig into some CSQC.
I've gotten one AddStat function working, but what's really throwing me is ...
Search found 7 matches
- Tue Oct 18, 2016 2:06 am
- Forum: CSQC Programming
- Topic: Something I must be missing about SendEntity
- Replies: 1
- Views: 13698
- Mon Sep 26, 2016 12:03 pm
- Forum: QuakeC Programming
- Topic: Player death logic
- Replies: 6
- Views: 14902
Re: Player death logic
quick update: I haven't had a chance to try coding the location damage yet, but I did fix the player respawning issue by following your suggestions, thanks 
- Fri Sep 16, 2016 12:06 am
- Forum: QuakeC Programming
- Topic: Player death logic
- Replies: 6
- Views: 14902
Re: Player death logic
so should the player bbox encompass 'most' of the expected mech's volume? and the player model; the 'center torso' would be drawn at an offset?
- Wed Sep 14, 2016 10:11 pm
- Forum: QuakeC Programming
- Topic: Player death logic
- Replies: 6
- Views: 14902
Re: Player death logic
Thanks! I'll give that a try tomorrow :)
I was thinking over it today, if the player is the center torso, I myself am not sure how to keep the player on the ground to move normally except for:
Making the player hitbox encompass most of the mech's volume, filtering out the player when a project hits ...
I was thinking over it today, if the player is the center torso, I myself am not sure how to keep the player on the ground to move normally except for:
Making the player hitbox encompass most of the mech's volume, filtering out the player when a project hits ...
- Tue Sep 13, 2016 11:21 pm
- Forum: QuakeC Programming
- Topic: Player death logic
- Replies: 6
- Views: 14902
Player death logic
Hello all, first time posting here but have been reading for a while now and have studied the tutorials from the old site in the past.
I tried searching for this problem but haven't found an answer close to my problem.
Scope:
1) making a mech-style mod built using Darkplaces extensions.
2 ...
I tried searching for this problem but haven't found an answer close to my problem.
Scope:
1) making a mech-style mod built using Darkplaces extensions.
2 ...
- Thu Feb 10, 2011 6:36 pm
- Forum: Engine Programming
- Topic: compiling quake 2
- Replies: 3
- Views: 1456
- Thu Feb 10, 2011 4:30 am
- Forum: Engine Programming
- Topic: compiling quake 2
- Replies: 3
- Views: 1456
compiling quake 2
I've recently swung around to wanting to mod quake 2 again; but I'm having a devil of a time getting it to compile.
downloaded the latest KMquake2 source (lazarus included)
I initially tried compiling in the CodeBlocks IDE with Borland C++ 5.5 with no success and am now trying VS2008.
When I open ...
downloaded the latest KMquake2 source (lazarus included)
I initially tried compiling in the CodeBlocks IDE with Borland C++ 5.5 with no success and am now trying VS2008.
When I open ...