Search found 301 matches

by Seven
Wed Sep 24, 2014 6:48 am
Forum: QuakeC Programming
Topic: setattachment and collisions
Replies: 9
Views: 5541

Re: setattachment and collisions

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 ...
by Seven
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 ...
by Seven
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 ...
by Seven
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 ...
by Seven
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 ...
by Seven
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 ...
by Seven
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 ...
by Seven
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 ...
by Seven
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 ...
by Seven
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 ...
by Seven
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 ...
by Seven
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 ...
by Seven
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 ...
by Seven
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 ...
by Seven
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 ...