Search found 44 matches
- Tue Jan 02, 2007 5:16 pm
- Forum: Engine Programming
- Topic: Looking for engine with these features:
- Replies: 5
- Views: 5195
- Tue Jan 02, 2007 4:26 pm
- Forum: Engine Programming
- Topic: Looking for engine with these features:
- Replies: 5
- Views: 5195
Looking for engine with these features:
- Supports rotating brushes
- Supports distance fog
- Support for both transparent and non-transparent water
Optional but nice to have
- Copies player attributes from server to server
- Larger map sizes
Thank you,
DieparBaby
- Supports distance fog
- Support for both transparent and non-transparent water
Optional but nice to have
- Copies player attributes from server to server
- Larger map sizes
Thank you,
DieparBaby
- Tue Jan 02, 2007 1:41 am
- Forum: Engine Programming
- Topic: Help me please need Engine
- Replies: 7
- Views: 5256
- Sat Dec 23, 2006 8:24 pm
- Forum: Mapping
- Topic: Worldcraft 1.6a, .MAP format and triangles
- Replies: 2
- Views: 4307
Worldcraft 1.6a, .MAP format and triangles
Worldcraft does not seem to save triangle (5 sided) brushes too well in the .MAP format. It's fine in the .RMF format. Here's what I did:
I created your standard 6 sided brush, selected and then turned on vertex manipulation. I moved one of the corners in 2D view so that it was linearly aligned ...
I created your standard 6 sided brush, selected and then turned on vertex manipulation. I moved one of the corners in 2D view so that it was linearly aligned ...
- Fri Dec 22, 2006 2:20 pm
- Forum: General Discussion
- Topic: A Christmas Quake1 Carpet Ride Thriller
- Replies: 14
- Views: 4101
- Wed Dec 20, 2006 2:31 pm
- Forum: QuakeC Programming
- Topic: When can I be sure all entities are spawned?
- Replies: 21
- Views: 8819
- Wed Dec 20, 2006 2:27 pm
- Forum: Artificial Intelligence
- Topic: ai_disable
- Replies: 9
- Views: 7805
- Tue Dec 19, 2006 9:49 pm
- Forum: Mapping
- Topic: Map cobbling tool
- Replies: 12
- Views: 12200
- Tue Dec 19, 2006 9:31 pm
- Forum: QuakeC Programming
- Topic: Fixing the `bug` in E4M8 (The Nameless City)
- Replies: 11
- Views: 4685
- Tue Dec 19, 2006 3:30 am
- Forum: QuakeC Programming
- Topic: Fixing the `bug` in E4M8 (The Nameless City)
- Replies: 11
- Views: 4685
At the beginning of teleport_touch() in triggers.qc just after this:
put this:
Code: Select all
local entity t;
local vector org;
Code: Select all
t = find( world, targetname, self.target );
if( !t )
{
if( mapname == "e4m8" )
{
return;
}
objerror( "couldn't find target" );
}- Mon Dec 18, 2006 8:26 pm
- Forum: QuakeC Programming
- Topic: Quake C sort?
- Replies: 2
- Views: 2234
- Mon Dec 18, 2006 4:10 pm
- Forum: QuakeC Programming
- Topic: Quake C sort?
- Replies: 2
- Views: 2234
Quake C sort?
As an example, I'd like to sort a set of entities with the classname "player" by their .frags field and then print out at least some of the list to each client. It doesn't seem possible but maybe someone smarter has written a sort function in quake c. Anyone know?
Thanks,
DieparBaby
Thanks,
DieparBaby
- Sat Dec 16, 2006 2:06 am
- Forum: QuakeC Programming
- Topic: When can I be sure all entities are spawned?
- Replies: 21
- Views: 8819
- Fri Dec 15, 2006 9:58 pm
- Forum: QuakeC Programming
- Topic: When can I be sure all entities are spawned?
- Replies: 21
- Views: 8819
When can I be sure all entities are spawned?
I would like entity A to count the number of entity Bs.
I would like entity A to do this at or near the time the map is loaded.
I'm afraid that if entity A is spawned first and does the counting process in its spawn
method that it will miscount the number of entity Bs because some entity Bs may be ...
I would like entity A to do this at or near the time the map is loaded.
I'm afraid that if entity A is spawned first and does the counting process in its spawn
method that it will miscount the number of entity Bs because some entity Bs may be ...
- Fri Dec 15, 2006 6:26 pm
- Forum: QuakeC Programming
- Topic: Invisible entitities over the network.
- Replies: 2
- Views: 1925