Search found 129 matches

by Quake Matt
Fri Dec 01, 2006 12:59 pm
Forum: QuakeC Programming
Topic: Detecting multiple powerups...
Replies: 7
Views: 3552

The problem is that 'other' in this context refers to the player, while 'self' refers to the powerup. Because this is the touch function of the powerup, that powerup will be self when the touch function is triggered. Likewise, the player may also have a touch function and, when that's triggered, the ...
by Quake Matt
Thu Nov 30, 2006 1:03 pm
Forum: Programming Tutorials
Topic: Compiling Quake Engine with VC++ Express?
Replies: 19
Views: 18102

A-ha! I've got it working!

It turns out that I had an unfinished open source afxres.h or something, that was clashing somewhat with the real afxres. So, if you ever get a similar problem when compiling your resource file, check this file out in a text editor to make sure it's the right one.

Next ...
by Quake Matt
Mon Nov 27, 2006 1:00 pm
Forum: QuakeC Programming
Topic: Help With Sound?
Replies: 28
Views: 12143

*If* I ever get the Quake source compiled, I was planning to do some simple engine-based sound stuff. Nothing overly fancy, just surround-sound support and distance pitch-reduction.

Still, audio does seem to be a bit neglected by the mighty engine-coders...
by Quake Matt
Mon Nov 20, 2006 10:35 pm
Forum: Programming Tutorials
Topic: Compiling Quake Engine with VC++ Express?
Replies: 19
Views: 18102

Installing the PSDK seems to have fixed my first problem - a missing afxres.h file. Handy.

Still can't get it to compile, though! The .rc file's the cause now, where it wants the language to be given as an ID number, rather than LANG_ENGLISH. Google couldn't really help me, so I tried some hex ...
by Quake Matt
Thu Nov 16, 2006 9:30 pm
Forum: Programming Tutorials
Topic: Compiling Quake Engine with VC++ Express?
Replies: 19
Views: 18102

Compiling Quake Engine with VC++ Express?

Just wondering if anybody knows how to, or if it's even possible? I'm familiar(ish) with the interface, so I'd like to stick to using it if at all possible. The closest bit of info I've found is how to get it running under VC++ 6.0, but steps seem to differ.

If it helps any, it's Arqlite that I'm ...
by Quake Matt
Sat Nov 11, 2006 11:28 pm
Forum: Quake Events
Topic: December sound good?
Replies: 5
Views: 17646

Second week of December for me, since I've got a driving test in the first week.
by Quake Matt
Fri Nov 10, 2006 12:52 pm
Forum: Quake Events
Topic: Speed Project Sign-Up
Replies: 9
Views: 23683

I'll join!

Mostly a coder, but I can pass as a mapper or modeller if numbers are short.
by Quake Matt
Fri Nov 10, 2006 12:49 pm
Forum: Quake Events
Topic: Speed Project idea.
Replies: 37
Views: 61790

What about those of us who are neither multi-, nor single-, but null-talented?
Sounds like you're well qualified to be a project leader!
by Quake Matt
Tue Nov 07, 2006 1:23 pm
Forum: QuakeC Programming
Topic: Floating Camera
Replies: 7
Views: 3415

Hmm, true. Moving brushes may prove problematic, however, but solving it's probably beyond the scope of the tutorial anyway.

I'll play around and see what I can come up with, I guess.

Edit: Silly typo...
by Quake Matt
Tue Nov 07, 2006 1:20 pm
Forum: Quake Events
Topic: Speed Project idea.
Replies: 37
Views: 61790

Sounds like a good idea to me! It'd be a good way to get junior programmers up to speed and maybe, just maybe, get the attention of some grisled old mappers for a week or so!

Teams might have to be forced to a certain degree, to ensure a good mix of skill levels across the board. At the very least ...
by Quake Matt
Sun Nov 05, 2006 12:08 pm
Forum: QuakeC Programming
Topic: Floating Camera
Replies: 7
Views: 3415

I think I'd rather not let the player go through walls, though. Is it possible to use movetype_fly at all, or is that restricted only to non-player entities?
by Quake Matt
Mon Oct 30, 2006 7:54 pm
Forum: QuakeC Programming
Topic: Floating Camera
Replies: 7
Views: 3415

Floating Camera

Hi, guys!

I'm going to write a tutorial for a friend about making a floating camera, like you'd get in a spectator mode, but I'm not sure if my way is the right way.

The most obvious way to fly would be to use movetype_fly, but I never got it to work properly. Instead, I left the player on the ...
by Quake Matt
Fri Oct 27, 2006 10:14 pm
Forum: General Discussion
Topic: Gears of War
Replies: 9
Views: 3414

Yeah, I'm seriously hyped about Gears. Partly because it's the first SP game from Epic for a while, and I loved Unreal almost as much as Quake, and because it's running on UE3, which I'm terribly interested in. Also, we're yet to get a good futuristic shooter on the 360! The latest trailer's almost ...
by Quake Matt
Mon Oct 16, 2006 12:05 pm
Forum: QuakeC Programming
Topic: what we haven't really done yet
Replies: 46
Views: 20715

Don't forget the various vision modes - they'd be tricky too!

I feel that Splinter Cell pretty much perfected the multiplayer spy game (at least when it was played 'properly'), so I'd rather be remaking a game that had plenty of potential, but never quite realised it. Probably Aliens vs Predator, I ...
by Quake Matt
Thu Oct 12, 2006 5:28 pm
Forum: QuakeC Programming
Topic: I need gyro 2 help
Replies: 20
Views: 10395

I didn't cover making solid entities into physics objects in the tutorial, partly because it's the same as with point entities and partly because there's a bug with it in 2.0!

As for mass, you're free to use any unit you feel comfortable with. I personally measure the mass in grams, but it'll work ...