Search found 322 matches

by LordHavoc
Tue Aug 16, 2011 11:44 am
Forum: General Discussion
Topic: CSQC Standards: Lets bridge the Great Divide
Replies: 9
Views: 3638

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 ...
by LordHavoc
Thu Jul 21, 2011 11:04 pm
Forum: General Discussion
Topic: Suggestions for LordHavoc's Darkplaces
Replies: 18
Views: 7689

Unfortunately, even when I shrink it in very small steps:
1 --> 0.9 --> 0.8 --> 0.7 --> ...
It is still very jerky. Far away from fluent.

To quote a popular meme: You're doing it wrong.

Correct approach:
void() ShrinkThink =
{
self.nextthink = time;
self.scale = self.scale + frametime * 4 ...
by LordHavoc
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 ...
by LordHavoc
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 ...
by LordHavoc
Tue Jun 14, 2011 8:59 am
Forum: General Discussion
Topic: Mod Request - Mapper-friendly mod with darkplaces features
Replies: 39
Views: 11650

Not a bad idea. I think there is a way for DP to skip interpolating one frame. I think it's used for teleporting or ssomething. but it would need a lot of bones to make the model's breakable part really small and tucked away.

Toggling EF_TELEPORT_BIT (or using csqc to do it instead).

ANOTHER ...
by LordHavoc
Mon Jun 13, 2011 12:04 am
Forum: General Discussion
Topic: Mod Request - Mapper-friendly mod with darkplaces features
Replies: 39
Views: 11650

That's awesome! :)
by LordHavoc
Sun Jun 12, 2011 1:48 am
Forum: Programming Tutorials
Topic: [SharpQuake] - Compressed PK3 support
Replies: 5
Views: 3333

It's not that hard to parse the zip directory yourself, you can find code for this in fs.c in darkplaces...

Requiring an xml manifest sounds absurd :(
by LordHavoc
Thu Jun 02, 2011 5:55 pm
Forum: General Discussion
Topic: QuakeDev.com downtime and request for archival
Replies: 90
Views: 71186

Whatever is done, please keep the privacy and security implications of a full database dump in mind. There will be private messages inside. Passwords, hashes, mail address, names and so on.

This is the primary reason I keep the root login for archival purposes closely guarded. This stuff is all ...
by LordHavoc
Wed Jun 01, 2011 9:40 am
Forum: General Discussion
Topic: Mod Request - Mapper-friendly mod with darkplaces features
Replies: 39
Views: 11650

I've been informed that p0x made a mod ages ago called extras r4 which had some of this stuff (like elevators with buttons)... It would be good to take a look at its feature list as well.
by LordHavoc
Tue May 31, 2011 5:29 am
Forum: General Discussion
Topic: QuakeDev.com downtime and request for archival
Replies: 90
Views: 71186

Hey LH, when is quakedev.com expiring? Are you aware of the exact date? Are you aware if anyone wants to take it back?

I do not know the exact date.

As far as I know no one has offered the next monthly bill to keep the server running.

apolluwn has offered to take over (by migrating the site to ...
by LordHavoc
Mon May 30, 2011 8:59 am
Forum: General Discussion
Topic: Mod Request - Mapper-friendly mod with darkplaces features
Replies: 39
Views: 11650

for the physics part theres allready several free alternatives to havok like bullet, maybe a choice ?.

But DarkPlaces already has ODE physics if libode1.dll is present. (note: only compatible with double precision builds of ODE)

That said I keep hearing about glitches with it on Windows, it ...
by LordHavoc
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 ...
by LordHavoc
Thu May 26, 2011 2:32 am
Forum: Programming Tutorials
Topic: SV_Invisible_To_Client (Anti-Wallhack)
Replies: 44
Views: 68901

So as a rule, do not apply FOV culling on the server.

I played during the dialup days and had a couple of unusual binds like the 180 turn one (which people STILL use on DM6 to double teleporter without being vulnerable to attack), so don't get me wrong but 200 ms ping shouldn't be mainstream ...
by LordHavoc
Wed May 25, 2011 11:13 pm
Forum: Programming Tutorials
Topic: SV_Invisible_To_Client (Anti-Wallhack)
Replies: 44
Views: 68901

I'd like to point out, as a former clan player in Quake, that flick turns require that the other entities are already networked :)

And that's in a lan environment....

Online, people can turn around 180 degrees in 200ms and still be behind their ping, if their ping is that high.

So as a rule, do ...
by LordHavoc
Mon May 23, 2011 7:26 pm
Forum: General Discussion
Topic: scar3crow, Sajt, FrikaC, LordHavoc
Replies: 22
Views: 8841

I'm interested in QuakeExpo 2011 but I have not yet seen any details on when it will open publicly, and am too busy to do anything more than a last minute effort, so I actually do need to know when that "deadline" is to whip up something.