Search found 129 matches

by Quake Matt
Sat Nov 26, 2005 12:28 pm
Forum: General Discussion
Topic: Inside3D Rejuvenation Project: Color Scheme
Replies: 27
Views: 8324

I'm up to contribute stuff if you'd like, although preferably tutorials. I expect any articles I'd do would just be rants about bugged games and the years of Quake/Starcraft/X-Com being the best!

I did a couple of tutorials years and years ago, while I was just a wee child. Nice to see they're ...
by Quake Matt
Mon Sep 12, 2005 4:32 pm
Forum: Artificial Intelligence
Topic: FBX Dissection
Replies: 9
Views: 11236

Wow - I never knew FrikBot was so cleverly programmed! Really interesting to read, too - especially the part about the waypoints, since I'm working with them myself at the moment.
by Quake Matt
Fri Jul 29, 2005 5:17 pm
Forum: QuakeC Programming
Topic: Gyro Physics - 1.0 Release
Replies: 10
Views: 7599

Okay, I've got a new version up:

http://www.quakedev.com/forums/index.php?topic=421.0

Sorry to just link to a different forum, but otherwise I'd just be repeating everything I said there! Anyway, it's only a beta version, so it's not massively important yet - I'd just like to find out from ...
by Quake Matt
Sun Jul 03, 2005 3:30 pm
Forum: QuakeC Programming
Topic: Gyro Physics - 1.0 Release
Replies: 10
Views: 7599

Ah, that's good to hear - it should work nicely in QW then. Maybe a little bit of whackyness when it gets laggy, but that's better than nothing!
by Quake Matt
Sun Jul 03, 2005 1:04 am
Forum: QuakeC Programming
Topic: Gyro Physics - 1.0 Release
Replies: 10
Views: 7599

Does it run properly in-game, though? Don't know how QW works, so the physics code might go bonkers!
by Quake Matt
Thu Jun 30, 2005 11:27 pm
Forum: QuakeC Programming
Topic: Gyro Physics - 1.0 Release
Replies: 10
Views: 7599

I don't really know - I've never coded for QuakeWorld. I guess it can't be too dissimilar, though, and since it only takes a couple of minutes to get something up and running, you could always try it and find out!
by Quake Matt
Thu Jun 30, 2005 2:19 am
Forum: QuakeC Programming
Topic: Gyro Physics - 1.0 Release
Replies: 10
Views: 7599

Gyro Physics - 1.0 Release

Hmm, coding board seems a tad slow as of late. Let's see if I can speed things up a bit by releasing something!

http://homepages.nildram.co.uk/~moonrise/matt/gyro.zip

So, what's this? It's Gyro, a little something I've been working on for the past few days. It's not actually a full mod, but ...
by Quake Matt
Tue Jun 14, 2005 5:34 pm
Forum: QuakeC Programming
Topic: Player Bounding Box
Replies: 5
Views: 4467

Ah, that explains things a bit! Strange that I've never noticed this before, even after all these years...

What I'm trying to do is resize the player view model in Reinforcer, so that you don't get stuck behind monsters and architecture while moving about. Looks like I'm either going to have to ...
by Quake Matt
Tue Jun 14, 2005 4:12 am
Forum: QuakeC Programming
Topic: Player Bounding Box
Replies: 5
Views: 4467

Player Bounding Box

Hey, guys!

I'm having a bit of trouble changing the hull size of the player - it never seems to be the size I tell it to be!

Setting the size to '0 0 0' works fine, and the origin can go right up to and touch walls and floors, no problem. It starts to go awry whenever I try to set it to anything ...