Search found 83 matches

by daemon
Thu Apr 11, 2019 2:40 am
Forum: Project Showcase
Topic: [FTEQW] CubiQuake
Replies: 34
Views: 48135

Re: [FTEQW] CubiQuake

Another bug that is leaning in the "feature" direction is that when placing cubics you can select a location diagonal from the edge of another cubic rather than finding a face to build from.
by daemon
Thu Apr 11, 2019 2:32 am
Forum: Project Showcase
Topic: [FTEQW] CubiQuake
Replies: 34
Views: 48135

Re: [FTEQW] CubiQuake

Ah you found it. I thought I eliminated that bug. I guess it's still there, just harder to reproduce than it use to be. I'm pretty sure it has something to do with using the remove tool and inadvertently selecting a buried cubic. It's likely the TraceCubic() function when called from the server.
by daemon
Thu Apr 11, 2019 1:07 am
Forum: Project Showcase
Topic: [FTEQW] CubiQuake
Replies: 34
Views: 48135

Re: [FTEQW] CubiQuake

If you're using a lower version than 5424 it is not going to work right. From the screenshot it looks like the version you're using might not even handle trisoup_simple. Btw I added a video to the main post.
by daemon
Wed Apr 10, 2019 12:43 am
Forum: Project Showcase
Topic: [FTEQW] CubiQuake
Replies: 34
Views: 48135

Re: CubiQuake

Well, that's interesting. :)

I am having trouble to test it tho, since I cannot move (I supposed "X" should toggle between walk/fly and edit, but nothing happens), and it crashes frequently (see screenshot below).

Also, cubes are using the checkers default texture, meaning something is wrong in ...
by daemon
Tue Apr 09, 2019 12:39 am
Forum: Project Showcase
Topic: [FTEQW] CubiQuake
Replies: 34
Views: 48135

[FTEQW] CubiQuake

I'm just going to put this here and see what happens. :)

CubiQuake is open source GPL 3.0, and set up to be a framework for any cubic world project using the FTE Engine. (What people call voxels, which I've been informed is not the correct term for what people use it for, hence the name "CubiQuake ...
by daemon
Mon Feb 27, 2012 4:36 pm
Forum: General Discussion
Topic: Tomes of Mephistopheles alpha is out!
Replies: 17
Views: 5221

Re: Tomes of Mephistopheles alpha is out!

You guys should give more emphasis to the destructible environment aspect, I had to discover it by myself in the second video (linked from the first).
BTW, how are you creating the dungeons ? Prefabs ?

The dungeons are created from 512x512x256 models. The whole thing is tile based, and the room ...
by daemon
Tue Jul 29, 2008 8:26 pm
Forum: QuakeC Programming
Topic: cs_project in csqc
Replies: 17
Views: 7202

you may also want to use this in CSQC_UpdateView()

Code: Select all

void Video_Init() =
{
	vid_size_x =	cvar("vid_conwidth");
	vid_size_y =	cvar("vid_conheight");
	vid_res_x =	cvar("vid_width");
	vid_res_y =	cvar("vid_height");
}
by daemon
Tue Jul 29, 2008 8:22 pm
Forum: QuakeC Programming
Topic: cs_project in csqc
Replies: 17
Views: 7202

as requested by Urre, here are a couple functions that make using project and unproject easier. They are fairly similar to what he just posted.


vector unproject(vector vec) =
{
vec_x = (vec_x-vid_size_x*0.5)*vid_res_x/vid_size_x;
vec_y = (vec_y-vid_size_y*0.5)*vid_res_y/vid_size_y;
vec = cs ...
by daemon
Tue Jul 29, 2008 6:41 am
Forum: General Discussion
Topic: Quake 1 + 2 tie-in story line
Replies: 24
Views: 8809

Enforcers seem a lot like Strogg, but Grunts seem more like possessed soldiers. Maybe part of the story could be that Enforcers/Strogg were working in conjunction with Quake's Armies (the possessed soldiers/dogs, knights, and the rest of the demon-like monsters).

If I remember correctly, you never ...
by daemon
Fri Jun 20, 2008 2:46 am
Forum: QuakeC Programming
Topic: CSQC IS NEEDED
Replies: 4
Views: 2034

http://www.daemonforge.org/files/source/csqc-scratch.zip

there's other versions floating around but that one should be fine.
I think it's missing a few things, but nothing huge.

I'd start with adding some stuff inside CSQC_UpdateView in View.qc

also poke around Main.qc for some other fun stuff ...
by daemon
Sat Apr 19, 2008 9:28 pm
Forum: General Discussion
Topic: fun idae
Replies: 22
Views: 6323

You mean in QuakeC like the way the CTF flag is done?
no, I don't mean like that. I mean in a similar but better way. the CTF method updates the origin and looks choppy.

Could be done also engine-side if u hand-coded the angles for the weapons. Rich Whitehouse did some engine coding for his ...
by daemon
Fri Apr 18, 2008 7:49 pm
Forum: QuakeC Programming
Topic: CSQC messagemode
Replies: 7
Views: 2631

You might be looking for this:

string(float keynum) keynumtostring = #340;

I discovered that AFTER I had already set up conversions for all the text characters I wanted to allow. I was going to convert until I realized it doesn't support a lot of punctuation.

I would just set up some strings ...
by daemon
Tue Apr 15, 2008 6:04 pm
Forum: General Discussion
Topic: fun idae
Replies: 22
Views: 6323

Re: fun idae

The Deathmatch Essentials method is hoggy and memory inefficient and high effort and is not modern and not what I want
Where can I get ahold of the source? I'd like to compare my method and their method. I'm not sure that it's done the same.

Update:
I found this quote with broken links on Blue's ...
by daemon
Tue Apr 15, 2008 5:18 pm
Forum: General Discussion
Topic: fun idae
Replies: 22
Views: 6323

Re: fun idae

- tag weapon system, for putting any weapon model on the hand of the player, plus animated muzzleflashes, lighitng from barrel, etc

this can be done with the origional model minus the gun and the axe. I've already done it with the running animation, and all the melee animations. The only problem ...
by daemon
Tue Apr 15, 2008 5:11 pm
Forum: QuakeC Programming
Topic: Model attachments?
Replies: 15
Views: 5489

that sounds like some work for each new weapon o.o