Search found 634 matches

by MauveBib
Thu Sep 23, 2010 2:05 pm
Forum: General Discussion
Topic: Open Letter to DivVerent of Nexuiz / Xonotic (Opensource FPS
Replies: 45
Views: 11137

Mikeusa: Given your extremist polotical postings and antagonistic behaviour, it's hardly a shock that people turn against you.
by MauveBib
Wed Sep 22, 2010 11:22 pm
Forum: QuakeC Programming
Topic: Mauvebot Where Are You?!
Replies: 2
Views: 1346

by MauveBib
Mon May 31, 2010 5:14 pm
Forum: General Discussion
Topic: spot animation?
Replies: 17
Views: 5535

.owner is used in collision, don't overload it. Create a new field or use another unused one.
by MauveBib
Sat May 01, 2010 4:48 pm
Forum: General Programming
Topic: Qfusion-programation-help¡
Replies: 7
Views: 3786

We don't really cover anything other than Quake 1 based engines here, you'll need to look elsewhere for Qfusion help.

Also, please replace your avatar with a much smaller picture.
by MauveBib
Fri Apr 30, 2010 4:49 pm
Forum: QuakeC Programming
Topic: QC Tutorials for absolute beginners
Replies: 41
Views: 26068

Urre wrote:When will we learn how to make it an entirely new weapon? :)
Next time, as it says. I gave no timescales :p
by MauveBib
Tue Apr 27, 2010 10:22 pm
Forum: QuakeC Programming
Topic: Respawning dead enemies
Replies: 7
Views: 1730

I'd do it as part of the monster's death animation. The last death frame for each monster sets nextthink to time + 0.1 and think to SUB_Null. Set think to your respawning function, and nextthink to a random time that you like.
by MauveBib
Thu Apr 15, 2010 11:34 am
Forum: General Discussion
Topic: Keep the awesome pincers!
Replies: 12
Views: 3154

This thead is now about pie
by MauveBib
Fri Apr 09, 2010 7:57 pm
Forum: QuakeC Programming
Topic: DarkPlaces effectinfo covered!
Replies: 21
Views: 10052

Get DPMOD from the darkplaces website, I'm 99% sure there's one in there.
by MauveBib
Fri Apr 09, 2010 7:55 pm
Forum: General Discussion
Topic: My Squad AI Thing
Replies: 70
Views: 27959

The only things I'd regard as essential are:

q3bsp (though if you get rid of crouching it's not needed)

frik_file (unless you hardcode the waypoints into either the map or the qc)

tracebox (without which you'll have to manually link the waypoints)
by MauveBib
Fri Apr 09, 2010 7:01 pm
Forum: General Discussion
Topic: My Squad AI Thing
Replies: 70
Views: 27959

I posted a partial list of used extensions earlier in the thead:


Q3BSP (variable hull sizes for crouching, HLBSP could work too I guess).
Frik_file (for the waypoint file loading)
External model/map textures including _luma
EF_ADDITIVE (barrel fire)
EF_NOSHADOW (barrel fire)
.ent files
md3 models ...
by MauveBib
Fri Apr 09, 2010 3:46 pm
Forum: QuakeC Programming
Topic: DarkPlaces effectinfo covered!
Replies: 21
Views: 10052

You can see some custom smoke at work in this shot Image
by MauveBib
Fri Apr 09, 2010 12:15 pm
Forum: QuakeC Programming
Topic: DarkPlaces effectinfo covered!
Replies: 21
Views: 10052

DP has builtin effects which are overridden if you add a file called effectsinfo.txt to the mod directory. It doesn't have a file by default, but download one and stick it in there and it'll work.
by MauveBib
Fri Apr 09, 2010 9:40 am
Forum: QuakeC Programming
Topic: DarkPlaces effectinfo covered!
Replies: 21
Views: 10052

haze wrote:so has anyone ever made new particle effects for DP?
Yep. My Squad AI Thing has new dp particle effects for smoke and stuff.
by MauveBib
Fri Apr 09, 2010 3:18 am
Forum: Mapping
Topic: Oblige
Replies: 7
Views: 4105

Interesting. A prydon module would be amazing.