Search found 266 matches

by Lardarse
Sat Apr 10, 2010 11:50 pm
Forum: Mapping
Topic: Mapping With Randomness
Replies: 3
Views: 2549

Mapping With Randomness

A while ago, I came up with an idea for how to let the mapper create encounters that were random, but in a controlled way (so that the mapper has control over the "worst case" scenario). It can be used to:

- Randomly select a monster or an item from a group and put it at a specific location ...
by Lardarse
Sat Apr 10, 2010 11:33 pm
Forum: QuakeC Programming
Topic: Bounding Box Too Big?
Replies: 5
Views: 1811

Changing it would mean that you could jump over it without picking it up. That's about the only difference...
by Lardarse
Fri Apr 09, 2010 4:42 pm
Forum: Mapping
Topic: Oblige
Replies: 7
Views: 4105

I've used it. The maps it makes are in no way balanced for difficulty. Also, the maps are really desinged to be played with DPMod.
by Lardarse
Fri Apr 09, 2010 7:20 am
Forum: QuakeC Programming
Topic: progdefs.h in FTEQCCGUI
Replies: 3
Views: 1348

I believe that it only genereates if it needs to be changed (unlike FrikQCC that always generates it).
by Lardarse
Thu Apr 08, 2010 12:20 am
Forum: Mapping
Topic: Curves, textures etc
Replies: 11
Views: 4655

Doing curves "by eye" is risky.

I made a spreadsheet that works out where the points on cuves should be: http://pineapple.servegame.com/circle_room.ods

It assumes that you're making a circle (although you can use just the first part to make a half or quarter circle as needed). C2 should have the ...
by Lardarse
Tue Apr 06, 2010 3:55 pm
Forum: Mapping
Topic: Curves, textures etc
Replies: 11
Views: 4655

Unless you're trying to make it look like a seamless curve (which I think it impossible), the best thing to do is to is to make it a polygon, but with the corners at strategic places. You can go for precision, but it's better if all of the corners are on integer co-ordinates (can cause problems if ...
by Lardarse
Tue Mar 30, 2010 3:15 am
Forum: Engine Programming
Topic: Compiling Glquake on windows7
Replies: 43
Views: 12818

Doesn't Baker's re-release of the GLQuake source code have all of the hassle dealt with, so that it should just compile?
by Lardarse
Sun Mar 28, 2010 10:43 pm
Forum: Mapping
Topic: Random level picking
Replies: 5
Views: 2992

Hold on to this thought. Something coming before the end of the month...
by Lardarse
Thu Mar 25, 2010 6:26 pm
Forum: General Programming
Topic: Lightmap with higher resolution (hmap2 + standard quake)
Replies: 8
Views: 4132

hmap2 -light -extra mapname

or

hmap2 -light -extra4x4 mapname
by Lardarse
Thu Mar 25, 2010 3:40 am
Forum: Mapping
Topic: Converting Doom maps to Quake
Replies: 23
Views: 12395

Pretty much your only option is to do it all by hand...
by Lardarse
Thu Mar 18, 2010 11:47 pm
Forum: QuakeC Programming
Topic: Adding new weapons and binary operations...
Replies: 26
Views: 5326

CSQC is a long-term joke of the Quake community that stopped being funny a long time ago and is now just getting old...
by Lardarse
Mon Mar 15, 2010 10:27 am
Forum: QuakeC Programming
Topic: Duplicate shake12 / attackb1
Replies: 1
Views: 854

Probably a mistake by Id, yes.

Note that if you remove them, you need to remove them from both model and code, otherwise animations will look very strange.

If you do remove them from both, pretty much nothing will change. If you want to see a change happening, find the functions that use those ...
by Lardarse
Wed Mar 10, 2010 9:01 pm
Forum: QuakeC Programming
Topic: misc_model
Replies: 23
Views: 4539

The sprint might be failing because self is not a player. Try dprint instead, and remove the entity argument from the function call. Then remember to set the developer cvar to 1.
by Lardarse
Sun Feb 28, 2010 10:55 pm
Forum: QuakeC Programming
Topic: A "Sound" Question
Replies: 17
Views: 3835

Something you could try is have the rocket play the sound on a different channel each time. This would make the sounds overlap a little but, and then you'd also avoid the horrible noise of the sound being retriggered.
by Lardarse
Sat Feb 27, 2010 7:44 pm
Forum: QuakeC Programming
Topic: A "Sound" Question
Replies: 17
Views: 3835

It's not possible for sounds to travel as they are ebing played. The only way would be the rocket retriggering the sound as it moves along...
I suppose that immediately after the rocket is spawned I could spawn another entity in front of the rocket. As soon as the rocket touches this entity the ...