Search found 15 matches

by Chrispy
Wed Mar 02, 2011 6:21 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511208

ceriux wrote:well , i think he's looking for a quick way to make displacements.
Don't worry, I'll try the clipping method you said, it doesn't sound too hard. :)
by Chrispy
Mon Feb 28, 2011 6:56 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511208

Cool, thanks a lot for that input. I've done a bit of mapping for Source so I'm no stranger to displacements... haha. Would be cool to import them from HL2 into Quake though.

Doing a lot of slicing sounds interesting... I'm not really focused on making a super detailed displacement, just something ...
by Chrispy
Sun Feb 27, 2011 6:33 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511208

I'm currently working on some sorta mod which I hope will be very outdoorish and gorey... :) Any advice on how I should do displacements though? I've used Canyon Terrain Editor but the terrain tends to be really laggy in Worldcraft. Marcher Fortress had some pretty nice hills by the looks of it.
by Chrispy
Sun Feb 27, 2011 6:04 pm
Forum: QuakeC Programming
Topic: Great Drunk or Disoriented Effect!
Replies: 24
Views: 5824

Nice discovery by the way.

I've done similar and editted the code so only the weapon sway works. But I've no idea how to only enable it when the player's running... right now it just plays when the player is idle. :P

Plz could u post the code to make it do this?

I wouldn't exactly consider ...
by Chrispy
Sun Feb 27, 2011 3:11 am
Forum: QuakeC Programming
Topic: Blue head in FitzQuake
Replies: 7
Views: 1937

leileilol wrote:i'd rather fix the engine to make it use the skin 0 for invalid skins
Yeah I'm with you on that one. :)

Thanks everybody. Right now self.skin = 0 is doing the trick, since you won't see the soldier's body when he dies (just gibs/limbs). :)
by Chrispy
Sun Feb 27, 2011 12:47 am
Forum: Engine Programming
Topic: "FitzQuake Plus": An Easy Engine To Compile
Replies: 74
Views: 24081

Thanks a lot for this release. I really wanted to get frag.machine's chase cam code in this but now it's already been done, w00t. :)
by Chrispy
Sun Feb 27, 2011 12:07 am
Forum: QuakeC Programming
Topic: Blue head in FitzQuake
Replies: 7
Views: 1937

As a matter of fact I do... removing the pain skin code has fixed it, but I'd really like to keep that feature in FitzQuake...

I'll try look at what you said about the monster entity turning into a head.

* Edit: Fixed! Thanks man!

void() army_die =
{
self.skin = 0;
// check for gib
if (self ...
by Chrispy
Sat Feb 26, 2011 11:09 pm
Forum: QuakeC Programming
Topic: Blue head in FitzQuake
Replies: 7
Views: 1937

Blue head in FitzQuake

Hey guys, have you ever encountered this problem before?

When I try run my mod in FitzQuake, and shoot a soldier, I get a blue head instead of a regular head... This does not happen in regular WinQuake and DarkPlaces when running my own mod.

http://dl.dropbox.com/u/12453703/fitz0000.png

(Sorry ...
by Chrispy
Sat Feb 26, 2011 7:50 pm
Forum: Programming Tutorials
Topic: custom chasecam tutorial
Replies: 22
Views: 16558

Should I use GLQuake instead?

(Well, I actually can't run GLQuake because it crashes... I suppose because it's not meant for Windows? :P)
by Chrispy
Sat Feb 26, 2011 5:45 am
Forum: Programming Tutorials
Topic: custom chasecam tutorial
Replies: 22
Views: 16558

Good tutorial!

I found when I did this, the third person model would be present... which made things a bit ugly. This was my fix (let me know if it's wrong or whatever):

In r_main.c, head to "void R_DrawViewModel" and below this:

currententity = &cl.viewent;
if (!currententity->model)
return ...
by Chrispy
Sat Feb 26, 2011 12:17 am
Forum: QuakeC Programming
Topic: Two questions - self.skin and vector info
Replies: 4
Views: 1460

Sweet! That fixed it, I just moved the skin up in qME. Thanks both of you guys. :)
by Chrispy
Fri Feb 25, 2011 9:30 pm
Forum: QuakeC Programming
Topic: Two questions - self.skin and vector info
Replies: 4
Views: 1460

Thx for the reply, but still the same problem unfortunately. May the problem's my modified soldier.mdl? :O

http://dl.dropbox.com/u/12453703/soldiermdl.zip
by Chrispy
Fri Feb 25, 2011 9:49 am
Forum: QuakeC Programming
Topic: Great Drunk or Disoriented Effect!
Replies: 24
Views: 5824

Nice discovery by the way.

I've done similar and editted the code so only the weapon sway works. But I've no idea how to only enable it when the player's running... right now it just plays when the player is idle. :P

For me, v_idescale is active all the time - even if you move.

That's true ...
by Chrispy
Fri Feb 25, 2011 6:22 am
Forum: QuakeC Programming
Topic: Great Drunk or Disoriented Effect!
Replies: 24
Views: 5824

Nice discovery by the way.

I've done similar and editted the code so only the weapon sway works. But I've no idea how to only enable it when the player's running... right now it just plays when the player is idle. :P
by Chrispy
Fri Feb 25, 2011 6:07 am
Forum: QuakeC Programming
Topic: Two questions - self.skin and vector info
Replies: 4
Views: 1460

Two questions - self.skin and vector info

Heya Inside3D, not too long ago I decided to check out some simple engine which is easy to get into and fortunately I've found that with Quake and QC... :)

I've been lurking both this site and other websites for some beginner tutorials and that's been a success... even though some of the tutorials ...