Search found 137 matches

by avirox
Thu Jan 07, 2010 1:04 am
Forum: General Discussion
Topic: Where did your nicknames came from?
Replies: 31
Views: 9825

I was probably thinking of "Xavier" from X-Men but spelled it as "xavior" instead while playing Worms online. avirox is an anagram thereof
by avirox
Tue Jan 05, 2010 2:23 pm
Forum: Artificial Intelligence
Topic: Commute AI theories
Replies: 4
Views: 4489

Directional brush entities for each side of the road, and "stop light" entities that search for incoming car/pedestrian entities approaching from specified directions.
by avirox
Mon Jan 04, 2010 12:55 am
Forum: Programming Tutorials
Topic: Tutorial: Rotating Brush Models for QuakeWorld
Replies: 76
Views: 35125

I have entities in QuakeLife which do either one or the other and work just fine in FTE. I'd have to look at your map and code to debug this. Also, how recent is your build of FTE?
by avirox
Sun Jan 03, 2010 2:59 pm
Forum: Programming Tutorials
Topic: Tutorial: Rotating Brush Models for QuakeWorld
Replies: 76
Views: 35125

Just utilize SUB_CalcAngleMove() tbh. I don't know why id left it in the QC code since it's really not of much use without rotating brush support (except maybe on regular models).
by avirox
Sun Jan 03, 2010 12:35 am
Forum: Programming Tutorials
Topic: Tutorial: Rotating Brush Models for QuakeWorld
Replies: 76
Views: 35125

FTE has rotating brush ents, actually, but it looks different in code :) Also, you need to compile your map's rotating entity with an origin brush.
by avirox
Sun Jan 03, 2010 12:33 am
Forum: General Discussion
Topic: Engine standards for mod compatibility
Replies: 231
Views: 549641

ceriux: works for both, tbh. Just that tutorial in particular was aimed at QW support.
by avirox
Sat Jan 02, 2010 10:49 pm
Forum: General Discussion
Topic: Engine standards for mod compatibility
Replies: 231
Views: 549641

And now that I've uploaded a tutorial for it, how about rotating brush support as well? At least in its basic form, so mod-makers don't need to rely on the hackish hipnotic ents.
by avirox
Sat Jan 02, 2010 10:47 pm
Forum: Programming Tutorials
Topic: Tutorial: Rotating Brush Models for QuakeWorld
Replies: 76
Views: 35125

FuhQuake has interpolation similar to ezquake actually, but it's only applied to specified models (hard-coded, in fact. Why this is, I'm still not sure. I suppose one day I'll modify it to support everything and see how it looks..
by avirox
Fri Jan 01, 2010 8:54 pm
Forum: Programming Tutorials
Topic: Tutorial: Rotating Brush Models for QuakeWorld
Replies: 76
Views: 35125

Tutorial: Rotating Brush Models for QuakeWorld

Have you ever wondered how to get entities like this:
http://avirox.amnesiagames.com/Misc/fte00030.jpg

.. to become like THIS:
http://avirox.amnesiagames.com/Misc/fte00031.jpg

No? Well neither have I until now!

Here is a little tutorial on implementing rotating brush support to QuakeWorld ...
by avirox
Thu Dec 31, 2009 8:14 pm
Forum: General Discussion
Topic: NQ / QW Split
Replies: 15
Views: 4506

Baker: you make valid points, but the time when such a fissure has been "beneficial" has come to an end. Indeed, the reasons you listed above are probably in part why no such engine has been made until recently.

However, now - with the vastly diminished size of both communities - such fissures ...
by avirox
Thu Dec 31, 2009 2:17 am
Forum: General Discussion
Topic: NQ / QW Split
Replies: 15
Views: 4506

I know this probably deserves a new thread, but..

The one most major incompatibility across modern quake engines is the fact that both Quakeworld and Netquake cannot run the same mods, and cannot join each others' servers. FTE is the only exception to this rule. Darkplaces can join QW servers, but ...
by avirox
Tue Dec 29, 2009 9:33 pm
Forum: QuakeC Programming
Topic: Help Wanted
Replies: 3
Views: 1272

Seen solitude? I'd send sami a message..
by avirox
Tue Dec 29, 2009 3:45 am
Forum: General Discussion
Topic: Alien Arena 7.33
Replies: 10
Views: 3167

Great to see Quake 2 mods are still kickin'! I've been meaning to give this a try, and I think now's as good a time as any..
by avirox
Wed Dec 23, 2009 9:42 pm
Forum: QuakeC Programming
Topic: Adjusting the turning speed if you have a certain weapon.
Replies: 12
Views: 2636

I'm assuming this is for a psp mod? If so..


if (self.weapon == IT_WEPNAME)
stuffcmd(self, "cl_yawspeed ###\n");

just remember to change the yaw back when you switch.
by avirox
Fri Dec 18, 2009 1:46 pm
Forum: QuakeC Programming
Topic: Wanted: Smokescreen Grenade
Replies: 50
Views: 16882

XTF (another offshoot of megatf) had smoke grens. If I can find the source somewhere I'll upload it