Search found 35 matches

by apolluwn
Wed Sep 28, 2011 9:14 pm
Forum: QuakeC Programming
Topic: Cursor in darkplaces without csqc
Replies: 5
Views: 1659

Re: Cursor in darkplaces without csqc

Defeat in detail has a cursor like that... I don't think it uses prydon cursor but I could be mistaken...

Why do you want to do this on the server side? It is very slow... All the mods you mentioned are darkplaces only anyways? You would be better off doing this on the client...

edit:

Well, It ...
by apolluwn
Fri Sep 23, 2011 12:36 am
Forum: QuakeC Programming
Topic: Realistic Gatling Gun
Replies: 19
Views: 4864

Re: Realistic Gatling Gun

I didn't mean for that to be code that was good to go and just copy-pasted...

It was just an example of what you might need to do... this is why I put all the prints and comments in there so you could see where it was in the code had you copied it into a clean source or similar to see how it worked ...
by apolluwn
Thu Sep 22, 2011 7:43 am
Forum: QuakeC Programming
Topic: Realistic Gatling Gun
Replies: 19
Views: 4864

Re: Realistic Gatling Gun


- if you press you shootbutton, the nailgun doesnt start shooting for 2 seconds, only the barrel animations starts and a "warmup sound plays"
- after that the gun shoots normally (W_FireMiniGun)


Off the top of my head this should get it started... It's neither good nor efficient (or even a good ...
by apolluwn
Wed Sep 07, 2011 11:02 pm
Forum: QuakeC Programming
Topic: bubble_bob & bubble.spr
Replies: 9
Views: 2948

Isn't the topic the subject?

hmm, cant get that to work....it dont make sense in the traditional QC sense either. I can get your code to compile, but cant figure how to carry the values. If I change the float n values to real values like -3 or -2 which are the numerics for pointcontents water and solid, it gives compile errors ...
by apolluwn
Wed Sep 07, 2011 3:38 am
Forum: General Discussion
Topic: skyroom, portal in modern quake
Replies: 5
Views: 2343

Re: skyroom, portal in modern quake

I'm guessing this is trying to do something similar to the q3map2 portal sky hack except you can put moving entities in it? Maybe I'm just not understanding the question correctly or what is trying to be accomplished, but how would this solution draw entities/bmodels/etc outside of the regular ...
by apolluwn
Sun Sep 04, 2011 7:17 pm
Forum: QuakeC Programming
Topic: Multi-Imput Impulse Toggle
Replies: 8
Views: 2484


...
using this approach would left you without a way to process other impulses
...


Just FYI... This is incorrect.

While you are pressing the key bound to +walk_forward it will only run the impulse command a single time... When it is released (-walk_forward) it will run impulse 20 again ...
by apolluwn
Sun Sep 04, 2011 2:07 am
Forum: QuakeC Programming
Topic: Multi-Imput Impulse Toggle
Replies: 8
Views: 2484

Re: Multi-Imput Impulse Toggle

I was wondering if it's possible to...

Make it so my "W" key (walk forward) also could toggle an Impulse depending on weather or not the key is pressed down.

So, you enter the game, and you walk forward by holding "W" this will turn on impulse20, you run down a hallway and stop by letting up the ...
by apolluwn
Wed Aug 31, 2011 2:30 am
Forum: QuakeC Programming
Topic: bubble_bob & bubble.spr
Replies: 9
Views: 2948

I noticed that when an entity transits from contents during movement the C code fires the water splash sound by default (observed this in a map where you could launch grenades to bounce against a sky brush: the grenade disappeared for a moment, bounced back to the map hull and then when getting out ...
by apolluwn
Tue Aug 30, 2011 8:42 pm
Forum: QuakeC Programming
Topic: bubble_bob & bubble.spr
Replies: 9
Views: 2948


//DP_SV_ENTITYCONTENTSTRANSITION
//idea: Dresk
//darkplaces implementation: Dresk
//field definitions:
.void(float nOriginalContents, float nNewContents) contentstransition;
//description:
//This field function, when provided, is triggered on an entity when the contents (ie. liquid / water / etc ...
by apolluwn
Sun Aug 28, 2011 9:59 pm
Forum: QuakeC Programming
Topic: BaseQC CCam rotation?
Replies: 33
Views: 8030

Blackstar1000 wrote:Yes, yes. The impulse commands are in place. ( I have much experience in modding the weapons) I also moved the lines back into player prethink. Compiles correctly, still no effect when I impulse them.
It won't accept a value larger than 255. Make the impulse < 255
by apolluwn
Sun Aug 28, 2011 8:24 pm
Forum: QuakeC Programming
Topic: BaseQC CCam rotation?
Replies: 33
Views: 8030

Nice it compiles! Though my impulse 666 does not do anything.

I changed the model of the chasecam to the eyes.mdl and it does not show up. I messed with parameters - they don't seem to help.


This is called first, is that right?

if(self.aflag)
Chasecam_Update();

I'm not sure what all you've ...
by apolluwn
Sun Aug 28, 2011 8:12 pm
Forum: QuakeC Programming
Topic: BaseQC CCam rotation?
Replies: 33
Views: 8030

Nice it compiles! Though my impulse 666 does not do anything.

I changed the model of the chasecam to the eyes.mdl and it does not show up. I messed with parameters - they don't seem to help.


This is called first, is that right?

if(self.aflag)
Chasecam_Update();

I'm not sure what all you've ...
by apolluwn
Sun Aug 28, 2011 6:45 pm
Forum: QuakeC Programming
Topic: BaseQC CCam rotation?
Replies: 33
Views: 8030


I still get Unknown value "ChaseCam_Update" in FriqQcc


argg...

Ok. It was a typo the entire time.

The function isn't called ChaseCam_Update it was called Chasecam_Update.

You can change either one just so they are the same...

Sorry about that. I guess I wanted us to chase our tails there ...
by apolluwn
Sun Aug 28, 2011 6:15 pm
Forum: QuakeC Programming
Topic: BaseQC CCam rotation?
Replies: 33
Views: 8030


Unknown Value "SVC_SETANGLE"
Error client.qc Unknown Value "SVC_SETVIEW"


Well... Spike basically told you what was wrong...

You would just add this to the bottom of defs.qc

float SVC_SETVIEW = 5;
float SVC_SETANGLE = 10;


Or, you could just set these to the above values in SetViewPoint ...
by apolluwn
Sat Aug 27, 2011 10:53 pm
Forum: QuakeC Programming
Topic: BaseQC CCam rotation?
Replies: 33
Views: 8030

I've been trying to do this for months. I'm using quake clean. Unmodified. I just don't understand how you implement what you are talking about above.

I guess what I'm asking for is sort of a tut, I'm sorry I'm a total newb at quakes code but I am finding it a bit convoluted. How do I get this to ...