Thank you for your post Spike.
It is sad that almost all great extensions are made with the player in mind.
Most probably because Quake is a multiplayer shooter for most people. I understand this.
I am working on a more complex monster at the moment which has a feature that maybe can be best ...
Search found 301 matches
- Wed Sep 24, 2014 6:48 am
- Forum: QuakeC Programming
- Topic: setattachment and collisions
- Replies: 9
- Views: 5541
- Tue Sep 23, 2014 5:27 pm
- Forum: QuakeC Programming
- Topic: setattachment and collisions
- Replies: 9
- Views: 5541
Re: setattachment and collisions
Hello,
I also have a small issue with the setattachment extension:
I do not know how to NOT use the .angles of father-entity for attached entity.
My goal is to keep their origin identical at all times, but when the father-entity turns, the son shall not (do not use fathers angles) .
The ...
I also have a small issue with the setattachment extension:
I do not know how to NOT use the .angles of father-entity for attached entity.
My goal is to keep their origin identical at all times, but when the father-entity turns, the son shall not (do not use fathers angles) .
The ...
- Mon Sep 01, 2014 11:15 am
- Forum: Engine Programming
- Topic: FTE Vanilla Option
- Replies: 34
- Views: 11212
Re: FTE Vanilla Option
Baker,
If a person wants to play Quake "as it was" on his CD on his Windows 8, then he will be helpless.
The game will not even install without some tricks. And even then you will be far away from running it.
So, if a person who wants to play his Quake from CD, he will type into google: " install ...
If a person wants to play Quake "as it was" on his CD on his Windows 8, then he will be helpless.
The game will not even install without some tricks. And even then you will be far away from running it.
So, if a person who wants to play his Quake from CD, he will type into google: " install ...
- Tue Jun 17, 2014 8:56 am
- Forum: Engine Programming
- Topic: Waterfog ?
- Replies: 5
- Views: 2704
Re: Waterfog ?
Hello Cobalt,
"DP pretty water" includes/is a shader that replaces the water texture, so your in-game options for "water transparency" will not work anymore, as you mentioned.
To adjust the water transparency of DP pretty water you have to either edit the replacement water texture´s alpha value, or ...
"DP pretty water" includes/is a shader that replaces the water texture, so your in-game options for "water transparency" will not work anymore, as you mentioned.
To adjust the water transparency of DP pretty water you have to either edit the replacement water texture´s alpha value, or ...
- Sat May 31, 2014 10:26 am
- Forum: Project Showcase
- Topic: [Quake][WIP] Blaze
- Replies: 42
- Views: 70318
Re: [DarkPlaces][WIP] Blaze
Hello jim,
Your new monster looks creepy. I especially like its mouth.
I can imagine how it can spit green acid at you :)
As many others I am a big fan of your texture art. I know that you once explained your workflow,
but for me it has still some kind of magic in it... really great work.
One ...
Your new monster looks creepy. I especially like its mouth.
I can imagine how it can spit green acid at you :)
As many others I am a big fan of your texture art. I know that you once explained your workflow,
but for me it has still some kind of magic in it... really great work.
One ...
- Tue May 27, 2014 11:57 am
- Forum: Engine Programming
- Topic: Possible Darkplaces bug ?
- Replies: 37
- Views: 16152
Re: Possible Darkplaces bug ?
On the black screen fix - I noticed that with this new version I am getting something like a black screen when I respawn occasionally on a non-DP (legacy) type multiplayer Quake server. Its more reminiscent of what you would see if your player size was a little smaller, and you touch a wall - you ...
- Tue May 20, 2014 7:02 pm
- Forum: QuakeC Programming
- Topic: Calculating WaterDepth
- Replies: 7
- Views: 4673
Re: Calculating WaterDepth
Hello Cobalt,
If I understood you correctly, you want to write qc for detecting a water surface, and then start a calculation to compare the players origin with it ?
Qrv did the 1st part here for you:
http://forums.inside3d.com/viewtopic.php?f=2&t=4397
I also use this and it works great.
The only ...
If I understood you correctly, you want to write qc for detecting a water surface, and then start a calculation to compare the players origin with it ?
Qrv did the 1st part here for you:
http://forums.inside3d.com/viewtopic.php?f=2&t=4397
I also use this and it works great.
The only ...
- Tue Apr 29, 2014 11:20 am
- Forum: QuakeC Programming
- Topic: problems in q3bsp
- Replies: 20
- Views: 8468
Re: problems in q3bsp
I have another question for you, with the latest versions of Darkplaces coronas are visible through models and are only covered by the brushes. Is there any way to change this to back to the old renderings of the coronas? If that were possible only by changing the code; which files should I modify ...
- Sat Apr 19, 2014 9:48 am
- Forum: General Discussion
- Topic: fte bug / problem
- Replies: 22
- Views: 7698
Re: fte bug / problem
Hello Spike,
I didnt want to create a new thread, so first of all sorry for misusing this one.
I discovered some issues while testing a mod in several engines when I used yours.
They are not serious of course, but I wanted to at least let you know, so that you can look into it if you have time ...
I didnt want to create a new thread, so first of all sorry for misusing this one.
I discovered some issues while testing a mod in several engines when I used yours.
They are not serious of course, but I wanted to at least let you know, so that you can look into it if you have time ...
- Sat Apr 19, 2014 9:39 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511186
Re: What are you working on?
I also like the rocks, they look almost natural with their shape.
Maybe one thing: You could try to raise the rocks higher that their top is no more visible,
that will give the impression of beeing inside a dungeon. Seeing that you can "enter" into rocks in your clip.
The rocks outside of a dungeon ...
Maybe one thing: You could try to raise the rocks higher that their top is no more visible,
that will give the impression of beeing inside a dungeon. Seeing that you can "enter" into rocks in your clip.
The rocks outside of a dungeon ...
- Sat Mar 22, 2014 2:06 pm
- Forum: Mapping
- Topic: Using Blender to make Quake 3 maps
- Replies: 29
- Views: 42376
Re: Using Blender to make Quake 3 maps
Hello ScatterBox,
The DP command for creating an .ent file is sv_saveentfile, but you are kinda stuck here.
If you cannot load a map in dp, you cannot create a .ent file....
Just like gnounc said:
The info_player_start block´s info in an .ent file is always identical:
Its infos are (example start ...
The DP command for creating an .ent file is sv_saveentfile, but you are kinda stuck here.
If you cannot load a map in dp, you cannot create a .ent file....
Just like gnounc said:
The info_player_start block´s info in an .ent file is always identical:
Its infos are (example start ...
- Mon Mar 17, 2014 8:21 pm
- Forum: QuakeC Programming
- Topic: .float scale
- Replies: 6
- Views: 3310
Re: .float scale
Hello Spike,
I am not sure if I understood your answer correctly.
Do you say that this will not work ?
setmodel (self, "progs/soldier.mdl");
self.scale = 1.21;
setsize (self, '-16 -16 -24' - '0 0 5', '16 16 40' - '0 0 5');
Visualy the feet are not inside the floor as I raised the negative z ...
I am not sure if I understood your answer correctly.
Do you say that this will not work ?
setmodel (self, "progs/soldier.mdl");
self.scale = 1.21;
setsize (self, '-16 -16 -24' - '0 0 5', '16 16 40' - '0 0 5');
Visualy the feet are not inside the floor as I raised the negative z ...
- Mon Mar 17, 2014 6:35 pm
- Forum: QuakeC Programming
- Topic: .float scale
- Replies: 6
- Views: 3310
Re: .float scale
Thank you Spike.
Unfortunately I have 1 more question:
There is this multiskin/multimodel feature, that you maybe know from the mod, which aims to have some more enemy variations.
I had the idea to further increase the variation by adding random monster sizes. That is why I asked for .scale (as it ...
Unfortunately I have 1 more question:
There is this multiskin/multimodel feature, that you maybe know from the mod, which aims to have some more enemy variations.
I had the idea to further increase the variation by adding random monster sizes. That is why I asked for .scale (as it ...
- Mon Mar 17, 2014 5:37 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511186
Re: What are you working on?
Hello gnounc,
I remember talking about the 'minimap' feature recently in that other forum (which is currently under idiots attack ... again).
You made it happen ! Woohw. Looks great. You do not need to call it 'crappy'. I would call it 'cool' :)
Your game´s avatar looks a bit like Judge Dredd ...
I remember talking about the 'minimap' feature recently in that other forum (which is currently under idiots attack ... again).
You made it happen ! Woohw. Looks great. You do not need to call it 'crappy'. I would call it 'cool' :)
Your game´s avatar looks a bit like Judge Dredd ...
- Sun Mar 16, 2014 10:12 am
- Forum: QuakeC Programming
- Topic: .float scale
- Replies: 6
- Views: 3310
.float scale
Hello Spike (or anybody who can help me),
I could not find documentation about how .scale is handled in FTE.
fteextensions has not much comments (which a beginner like me needs).
Does FTE also has .scale accuracy steps of 1/16th, like DP does ?
Or is FTE free to produce whatever .scale you want ...
I could not find documentation about how .scale is handled in FTE.
fteextensions has not much comments (which a beginner like me needs).
Does FTE also has .scale accuracy steps of 1/16th, like DP does ?
Or is FTE free to produce whatever .scale you want ...