Search found 83 matches

by daemon
Wed Nov 14, 2007 8:18 am
Forum: QuakeC Programming
Topic: attaching csqc entities to the hud
Replies: 3
Views: 2218

attaching csqc entities to the hud

i'm very curious if there's a proper way to do this that isn't FOV dependant.
by daemon
Wed Nov 14, 2007 7:36 am
Forum: QuakeC Programming
Topic: Spawning entities in CSQC
Replies: 17
Views: 6566

the irritating thing about this is that you can't precache a model in SSQC and immediately use it in CSQC. you have to wait until it's done precaching before you try to use the model.
by daemon
Wed Nov 14, 2007 7:29 am
Forum: QuakeC Programming
Topic: "You've got the lead"
Replies: 32
Views: 10479

First look inside the ClientObituary() function. Notice all the instances where .frags is added to or subtracted from. I think the easiest method, considering the current setup of the function, would be to replace each of the instances, where .frag is manipulated, with something like Frag(ent, 1) or ...
by daemon
Wed Nov 14, 2007 4:17 am
Forum: QuakeC Programming
Topic: Spawning entities in CSQC
Replies: 17
Views: 6566

Thanks to Spike and Dresk! It works now.

Even though I had the model precached inside CSQC, it would not draw until it was precached inside SSQC. It also seems as though it is not required to precache inside CSQC, but I'm curious if it affects anything.
by daemon
Tue Nov 13, 2007 5:35 pm
Forum: QuakeC Programming
Topic: Spawning entities in CSQC
Replies: 17
Views: 6566

Urre wrote:daemon: for multiple frames using drawpic i'd say you just do your own animation system, using multiple images.
I really want to stick with actual sprites just to keep things less cluttered. I'm going to be using a LOT of them.
by daemon
Tue Nov 13, 2007 4:56 am
Forum: QuakeC Programming
Topic: Spawning entities in CSQC
Replies: 17
Views: 6566

hmm... does it make any difference that I'm using darkplaces? because I still can't get my entity to become visible. I've tried everything other than the optional step 6.
by daemon
Tue Nov 13, 2007 3:37 am
Forum: QuakeC Programming
Topic: Spawning entities in CSQC
Replies: 17
Views: 6566

awesome. thank you. I didn't expect an answer so fast :D

one of the key features of csqc is that the ssqc builtins be available where practical to provide consistancy between game modules, facilitating the creation of shared code, for prediction purposes, as well as consistancy.

that's cool. I ...
by daemon
Mon Nov 12, 2007 10:19 am
Forum: QuakeC Programming
Topic: Global variables - how?
Replies: 6
Views: 3044

It looks like just the first 4 were used, but impulse11 also does this by default:

serverflags = serverflags * 2 + 1;
by daemon
Sun Nov 11, 2007 11:50 pm
Forum: QuakeC Programming
Topic: Global variables - how?
Replies: 6
Views: 3044

The way the player items and stats are saved is by setting the player's parms to those values, and each player's parms are carried over through map changes, then loaded back into the variables once the map is loaded.

So, if you wanted to use parms to carry over global values, you could probably use ...
by daemon
Sun Nov 11, 2007 10:49 pm
Forum: QuakeC Programming
Topic: Spawning entities in CSQC
Replies: 17
Views: 6566

Spawning entities in CSQC

I would like to know how to do this properly. I THINK I am spawning them, but it appears as if they are not being drawn. All of my SSQC entities draw, but not the ones spawned inside CSQC.

I also can't tell if I'm setting their origin correctly because there is no setorigin() function. I have ...
by daemon
Sun Nov 11, 2007 7:41 pm
Forum: QuakeC Programming
Topic: [DarkPlaces] QC drawing graphics onto the screen?
Replies: 25
Views: 9059

You're right. I just tried it and it crashes. That whole lower section of Main.qc is actually not used because of line 50 "#ifdef USE_CSQC_OPTIONALFUNCTIONS", but if you comment that out it will crash when TE_GUNSHOT is called.

I've just commented out those example lines inside CSQC_Parse ...
by daemon
Sun Nov 11, 2007 7:21 pm
Forum: QuakeC Programming
Topic: I don't understand the whole server/client thing.
Replies: 7
Views: 4506

MSG_ONE sends to one client (as defined by the QC global msg_entity) in a reliable manner. This is used, for example, by sprint (SVC_PRINT) and centerprint (SVC_CENTERPRINT), which only print to a single client.

So when you use sprint() or centerprint() it automatically uses MSG_ONE? I assume so ...
by daemon
Sun Nov 11, 2007 2:23 am
Forum: QuakeC Programming
Topic: I don't understand the whole server/client thing.
Replies: 7
Views: 4506

I don't exactly know what the WHOLE purpose of WRITEBYTE is, but I know it's one way of sending information to just one client. For example, a you can make a sound play for just one player, like a menu sound or something. There are lots of other purposes for it though, i just don't know what they ...
by daemon
Sun Nov 11, 2007 2:10 am
Forum: QuakeC Programming
Topic: [DarkPlaces] QC drawing graphics onto the screen?
Replies: 25
Views: 9059

I don't think it did exist at all until somewhat recently.
by daemon
Sun Nov 11, 2007 2:09 am
Forum: General Discussion
Topic: Why are the ammo boxes in .bsp?
Replies: 35
Views: 10569

I remember reading somewhere that the origional design for Quake was supposed to be an RPG based off Thor mythologies. I also remember dragons flying around in some of the earliest screenshots. A bit of the dragon code is also left in the ai_walk function.