Search found 266 matches

by Lardarse
Sat May 14, 2011 2:59 am
Forum: Artificial Intelligence
Topic: Quake AI diagrams
Replies: 4
Views: 16813

frag.machine wrote:monster_army (and monster_enforcer IIRC) are the exceptions, they'll try to kill another of their kind
Nope. Enforcers are "smart" enough not to.
by Lardarse
Sat May 14, 2011 2:56 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511199

Currently working on a tutorial for QExpo that will, among other things, explain how to make monsters use coffee_move()
by Lardarse
Sat Apr 16, 2011 11:44 pm
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123739

Indeed, this is at least a temporary solution to this problem. Should I expect nasty side effects if I increase the body limit to 200 and play on a large map? It would be nice if all the bodies stayed.
Assuming the map doesn't give you a no free edicts error when you load it, there's no guarantee ...
by Lardarse
Thu Apr 14, 2011 1:29 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123739

3.) Body and head gib disappearing
This is the most important finding !
You can kill 4 monsters and wait for as long as you want. The body or head gib will never disappear.
BUT: If you kill the 5th monster, the 1st of the 4 already killed will disappear.
This is absolutely reproducable.
Only 4 ...
by Lardarse
Wed Feb 16, 2011 11:21 pm
Forum: Engine Programming
Topic: A Series of noob questions part 2 - walking speed and jumpin
Replies: 10
Views: 2108

Jump velocity is specified in the QuakeC (player.qc, PlayerPreThink() I believe).
by Lardarse
Sun Feb 06, 2011 10:17 pm
Forum: QuakeC Programming
Topic: Why...
Replies: 17
Views: 3528

When was the last time you looked at your config files? :-)

leilei knows eir stuff with these things. Check your config files. Make sure that every alias does what it's supposed to. You have a stray +forward somewhere...
by Lardarse
Sat Feb 05, 2011 10:35 am
Forum: QuakeC Programming
Topic: Visible traceline
Replies: 9
Views: 2343

It might be easier to have a model of a tracer, and fire that as a projectile.
by Lardarse
Sat Feb 05, 2011 10:34 am
Forum: QuakeC Programming
Topic: Question about shotgun...
Replies: 7
Views: 2139

Since sp4x0r put all of the groundwork into getting the right answer, and then got it wrong at the end:

0.1 (or 0.04, to use the number that FireShotgun() uses) isn't directly an angle measurement at all. It's "for every unit that the pellet moves forward, it can move left or right (or up or down ...
by Lardarse
Sun Aug 15, 2010 10:12 pm
Forum: General Discussion
Topic: RTCW and Enemy Territory GPL source release
Replies: 5
Views: 2395

ET also has issues where certain things (I forget what exactly, as it's been a while, but I think that uniform changing is one of them) happen at the wrong speed if sv_fps isn't 20.
by Lardarse
Wed Jul 07, 2010 11:16 am
Forum: Engine Programming
Topic: String Safety
Replies: 56
Views: 19008

Nothing in the engine should write outside of the Quake folder, period. The person who downloads your engine in investing an awful lot of trust in you and you better repay that trust with responsibility.
I'm not very Linuxy but don't some of the distros by default disallow writing in the Quake ...
by Lardarse
Fri Jun 18, 2010 11:32 pm
Forum: Engine Programming
Topic: psp Quake Custom Palete?
Replies: 2
Views: 1446

1: Make a pallete image

2: Load it in Fimg, and export it as whatever format the engine expects.

3: With Fimg still open, export a colormap of the palette.

4: Put them all where the engine expects.

5: Modify all of your assets to use the new palette.
by Lardarse
Mon Jun 07, 2010 8:22 am
Forum: General Discussion
Topic: Warfare Source, We Need You!!
Replies: 34
Views: 9058

-!- Inside3D is now known as ModDB
by Lardarse
Sat Jun 05, 2010 7:19 pm
Forum: Engine Programming
Topic: Makaqu
Replies: 128
Views: 45194

Also for 8-bit colored lighting, you might want to look at the Vavoom engine. It's a quake-based doom port that uses quake's rendering as a base and has neat stuff implmenented in 8-bit color software, and even has new ASM code for drawing colored lighting surfaces in software.
Depending on how ...
by Lardarse
Wed Jun 02, 2010 3:34 am
Forum: Gameplay & Design
Topic: More enjoyable "watching" of playing games
Replies: 16
Views: 29590

1: I tend to watch speedruns, and people playing games that I'm interested in.
2: Not really, no.
3: I prefer watching when there is being some "skill" exhibited. Not necessarily "best in the world", but at least "reasonable". As for what I like to watch, I tend to stick to FPS games and puzzle ...
by Lardarse
Mon May 31, 2010 2:43 pm
Forum: General Discussion
Topic: spot animation?
Replies: 17
Views: 5535

Overloading .owner like that will cause problems, because it affects collision detection. Using a float field is probably enough.