Search found 634 matches

by MauveBib
Mon Sep 28, 2009 11:50 pm
Forum: Modeling
Topic: Having a lot of difficulty :/
Replies: 20
Views: 9167

Yep, shrink the skin down to export, then resize it up again in qme.
by MauveBib
Mon Sep 28, 2009 11:05 pm
Forum: Modeling
Topic: Having a lot of difficulty :/
Replies: 20
Views: 9167

There's an md2 plugin for max called QTip, but it only allows exports of models with tiny skins that you'll have to resize afterwards in qme or something.

md2 > mdl is trivial, save in qme, load and resave in quark.
by MauveBib
Sat Sep 26, 2009 2:40 pm
Forum: QuakeC Programming
Topic: qc mixed with mapping? (dynamic lighting n stuff)
Replies: 5
Views: 2036

Try an RTlights file. DP has a built-in RT light editor.
by MauveBib
Fri Sep 11, 2009 11:15 pm
Forum: QuakeC Programming
Topic: qc mixed with mapping? (dynamic lighting n stuff)
Replies: 5
Views: 2036

Do you have realtime world lighting set on?
by MauveBib
Thu Sep 10, 2009 12:15 pm
Forum: Mapping
Topic: Higher resolution lightmaps
Replies: 6
Views: 3624

I'm pretty sure this would require a new BSP format.
by MauveBib
Sat Sep 05, 2009 12:34 am
Forum: QuakeC Programming
Topic: good tutorial for making a bot from scratch?
Replies: 19
Views: 5743

Team Xlink: The whole thing is hugely DP dependant, especially the botclient and movement code etc, which is entirely handled by DP.
by MauveBib
Thu Aug 27, 2009 4:27 pm
Forum: Engine Programming
Topic: Solid Textures and Liquids
Replies: 17
Views: 5669

Whatever private agenda you have, keep it to PMs and not in the forum.
by MauveBib
Thu Aug 27, 2009 3:19 pm
Forum: QuakeC Programming
Topic: Adding iron sights?
Replies: 25
Views: 6893

DP_VIEWZOOM is definately the way to go. Easier than CSQC, much cleaner than stuffcmd and has the advantage of also scaling the mouse sensitivity.
by MauveBib
Mon Aug 03, 2009 3:41 pm
Forum: Gameplay & Design
Topic: "Pro" (mis) Features
Replies: 33
Views: 16377

Supa: For you to jump in and immediately label it as a bad idea to remove "pro tricks" when you don't know the detail of his game is pretty silly.

What if it's intended as a slow paced, realistic, WW2 shooter. Would it make sense to keep bunnyhopping then?

"Quake-based" doesn't mean Quake any more.
by MauveBib
Mon Aug 03, 2009 1:36 pm
Forum: General Discussion
Topic: My Squad AI Thing
Replies: 70
Views: 27959

This is cool. They probably need some run while firing animations (forward, backward, strafe). That's where I killed them most often. They would try to run past me or run away, etc.


This is somewhere where I'm limited by the model I have. It doesn't have any running while firing animations ...
by MauveBib
Sun Aug 02, 2009 8:16 pm
Forum: Gameplay & Design
Topic: "Pro" (mis) Features
Replies: 33
Views: 16377

I entirely agree with Wazat. The tricks pro-players come up with can be very impressive, but in many cases they ruin the balance of the game. The TF speed example is a perfect one.

Frankly I'd probably be much happier with a game enjoyed by a few players who play the way it was intended than a ...
by MauveBib
Sun Aug 02, 2009 6:20 pm
Forum: General Discussion
Topic: Remake Quake Demo
Replies: 43
Views: 13130

The skin on the rain model is horribly, horribly inefficient. It's huge!
by MauveBib
Sun Aug 02, 2009 1:55 am
Forum: General Discussion
Topic: My Squad AI Thing
Replies: 70
Views: 27959

UPDATED AGAIN

I know, twice in one day, ya.

Finally got the behaviour pretty much how I want it. I rewrote the cover and firepoint finding routines, and made them "hug" cover, popping out of corners to shoot then popping back in again etc. They also try to keep even numbers hiding and shooting, to ...
by MauveBib
Sat Aug 01, 2009 7:36 pm
Forum: General Discussion
Topic: My Squad AI Thing
Replies: 70
Views: 27959

UPDATE:

New release, 1.2, with a bunch of new features:

New grenade model
New funky DP particle effects
High-res textures for city.bsp, with normal and specular maps.
Understanding of light and dark. The player can now hide in shadows, though firing will give away his location. The enemies update ...
by MauveBib
Fri Jul 31, 2009 6:36 pm
Forum: QuakeC Programming
Topic: my cheaplittle watersplash effect
Replies: 19
Views: 5878

you need to bracket off the if statements:



//player enter water effects
if (self.watertype == CONTENT_LAVA)
{
particle(self.origin,'0 0 0',222,30);
particle(self.origin,'0 0 5',221,30);
particle(self.origin,'0 0 5',220,30);
}
if (self.watertype == CONTENT_WATER)
{
particle(self.origin ...