Search found 83 matches
- 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.
- 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.
- 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.
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
BTW, how are you creating the dungeons ? Prefabs ?
The dungeons are created from 512x512x256 models. The whole thing is tile based, and the room ...
- 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");
}- Tue Jul 29, 2008 8:22 pm
- Forum: QuakeC Programming
- Topic: cs_project in csqc
- Replies: 17
- Views: 7202
- 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 ...
If I remember correctly, you never ...
- Fri Jun 20, 2008 2:46 am
- Forum: QuakeC Programming
- Topic: CSQC IS NEEDED
- Replies: 4
- Views: 2034
- Sat Apr 19, 2008 9:28 pm
- Forum: General Discussion
- Topic: fun idae
- Replies: 22
- Views: 6323
- Fri Apr 18, 2008 7:49 pm
- Forum: QuakeC Programming
- Topic: CSQC messagemode
- Replies: 7
- Views: 2631
- 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 ...
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 ...
- 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 ...
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 ...
- Tue Apr 15, 2008 5:11 pm
- Forum: QuakeC Programming
- Topic: Model attachments?
- Replies: 15
- Views: 5489