implemented CSQC_InputEvent(2,x,y) and a cvar to enable it (which defaults to 1), this broke GAME_STEELSTORM, GAME_XONOTIC and possibly GAME_NEXUIZ, but the xonotic team have promptly fixed their code, the cvar defaults to 0 in GAME_STEELSTORM to avoid bugs for now.
Added CSQC_InputEvent(3,x,y) for ...
Search found 322 matches
- Tue Aug 16, 2011 11:44 am
- Forum: General Discussion
- Topic: CSQC Standards: Lets bridge the Great Divide
- Replies: 9
- Views: 3638
- Thu Jul 21, 2011 11:04 pm
- Forum: General Discussion
- Topic: Suggestions for LordHavoc's Darkplaces
- Replies: 18
- Views: 7689
- Thu Jul 14, 2011 3:48 pm
- Forum: General Discussion
- Topic: Suggestions for LordHavoc's Darkplaces
- Replies: 18
- Views: 7689
Re: Suggestions for LordHavoc's Darkplaces
- .float getsound: similar to .vector getlight but returns sound level in specified location.
It's a nice enough concept, and would work best if it had channel masking (such that you could detect the sound level of CHAN_WEAPON in a given area for instance), this requires the server to keep track ...
It's a nice enough concept, and would work best if it had channel masking (such that you could detect the sound level of CHAN_WEAPON in a given area for instance), this requires the server to keep track ...
- Wed Jun 15, 2011 8:06 am
- Forum: General Discussion
- Topic: Mod Request - Mapper-friendly mod with darkplaces features
- Replies: 39
- Views: 11650
Well, you actually can. Just bake in another texture in the mdl that has 255 color index replacing the segment of the texture that you want to disappear. make it switch textures when u hurt it, throw some gibs and voila!
Except that no engine implements transparency of this type on mdl, least of ...
Except that no engine implements transparency of this type on mdl, least of ...
- Tue Jun 14, 2011 8:59 am
- Forum: General Discussion
- Topic: Mod Request - Mapper-friendly mod with darkplaces features
- Replies: 39
- Views: 11650
- Mon Jun 13, 2011 12:04 am
- Forum: General Discussion
- Topic: Mod Request - Mapper-friendly mod with darkplaces features
- Replies: 39
- Views: 11650
- Sun Jun 12, 2011 1:48 am
- Forum: Programming Tutorials
- Topic: [SharpQuake] - Compressed PK3 support
- Replies: 5
- Views: 3333
- Thu Jun 02, 2011 5:55 pm
- Forum: General Discussion
- Topic: QuakeDev.com downtime and request for archival
- Replies: 90
- Views: 71186
- Wed Jun 01, 2011 9:40 am
- Forum: General Discussion
- Topic: Mod Request - Mapper-friendly mod with darkplaces features
- Replies: 39
- Views: 11650
- Tue May 31, 2011 5:29 am
- Forum: General Discussion
- Topic: QuakeDev.com downtime and request for archival
- Replies: 90
- Views: 71186
- Mon May 30, 2011 8:59 am
- Forum: General Discussion
- Topic: Mod Request - Mapper-friendly mod with darkplaces features
- Replies: 39
- Views: 11650
- Mon May 30, 2011 5:00 am
- Forum: General Discussion
- Topic: Mod Request - Mapper-friendly mod with darkplaces features
- Replies: 39
- Views: 11650
Mod Request - Mapper-friendly mod with darkplaces features
It would be really great if we got together as a community and devised an open source (bah Quoth, bah I say!) mapper-friendly mod to accommodate darkplaces features.
Example features I think it should have:
no gameplay changes
some aesthetic enhancements - gibbable corpses, etc.
breakable ...
Example features I think it should have:
no gameplay changes
some aesthetic enhancements - gibbable corpses, etc.
breakable ...
- Thu May 26, 2011 2:32 am
- Forum: Programming Tutorials
- Topic: SV_Invisible_To_Client (Anti-Wallhack)
- Replies: 44
- Views: 68901
- Wed May 25, 2011 11:13 pm
- Forum: Programming Tutorials
- Topic: SV_Invisible_To_Client (Anti-Wallhack)
- Replies: 44
- Views: 68901
- Mon May 23, 2011 7:26 pm
- Forum: General Discussion
- Topic: scar3crow, Sajt, FrikaC, LordHavoc
- Replies: 22
- Views: 8841