Search found 31 matches

by pitchatan
Fri May 23, 2014 9:10 pm
Forum: QuakeC Programming
Topic: detecting/calculating mouse yaw movement?
Replies: 11
Views: 4903

Re: detecting/calculating mouse yaw movement?

try these two lines:
dir = v_right*self.oldv_forward;
self.oldv_forward = v_forward;

a result = 1 means they turned left (the right direction now faces towards where we were looking last frame). a result of -1 means they turned right (right now faces behind where they were). 0 means no change. dir ...
by pitchatan
Fri May 23, 2014 7:43 pm
Forum: QuakeC Programming
Topic: detecting/calculating mouse yaw movement?
Replies: 11
Views: 4903

detecting/calculating mouse yaw movement?

Currently trying to find a way to properly calculate mouse yaw.
What i need is a function to see if the mouse is moving left or right and produce a -1 or 1 respons.

Tried using self.angles_y & self.v_angle_y but that didnt really work that well as it keeps looping from -180 - 180 ( i could be wrong ...
by pitchatan
Wed Feb 12, 2014 8:32 pm
Forum: QuakeC Programming
Topic: aircontrol.
Replies: 0
Views: 5016

aircontrol.

Hi im currently working on movement for my project which can be seen here
http://www.youtube.com/watch?v=bvwzkEEWJvg

The aim is to have air control similar to what painkiller,qw and cpma offer but without the need to use your strafe keys.
ive experimented with sv_user.qc and not gotten any ...
by pitchatan
Tue Jan 21, 2014 11:52 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511186

Re: What are you working on?

Been tinkering with movement a bit and finally found something i kinda enjoy.
Just need to refine it. :P

https://www.youtube.com/watch?v=bvwzkEEWJvg
by pitchatan
Tue Dec 17, 2013 12:34 am
Forum: QuakeC Programming
Topic: Lag reconcilliation?
Replies: 4
Views: 2464

Re: Lag reconcilliation?

You mean lag compensation?

This is a good article to read:

https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

Thanks for the reply, im aware of how it works.
There is a fairly good walkthrough of the code and how reconcilliation works in q3, aswell as clientside shenanigans ...
by pitchatan
Sun Dec 15, 2013 7:39 pm
Forum: QuakeC Programming
Topic: Lag reconcilliation?
Replies: 4
Views: 2464

Re: Lag reconcilliation?

You mean lag compensation?

This is a good article to read:

https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

Thanks for the reply, im aware of how it works.
There is a fairly good walkthrough of the code and how reconcilliation works in q3, aswell as clientside shenanigans ...
by pitchatan
Sun Dec 15, 2013 3:30 pm
Forum: QuakeC Programming
Topic: Lag reconcilliation?
Replies: 4
Views: 2464

Lag reconcilliation?

Hey there, i have been tinkering with a project of mine and come to the conclusion that i really need lag reconcilliation.
Problem is i dont know where to even start, i have been looking at the xonotic source but still havnt gotten any smarter.

Anyone have any advice?

If anyone wants to delve into ...
by pitchatan
Sat Jan 28, 2012 10:26 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511186

Re: What are you working on?

Cool. Can I ask what you used to create it? Something like Zbrush?

terrain is made with L3DT directly exported to a. obj file, fix some things in blender, edit the shaders and use it as a misc_model in netradiant.
Compiled with the proper shaders and ouila. :]

Also curious if anybody has ...
by pitchatan
Sat Jan 28, 2012 10:28 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511186

Re: What are you working on?

that looks pretty sexy. whats it look like with out all the bloom?
Removed fog and bloom as the world fog was doing most of the work. :)
http://www.jimohlsson.se/game/fog_bloom_less.jpg

pitchatan: Very nice, can I see a wireframe?
http://www.jimohlsson.se/game/wireframe1.jpg
There you go ...
by pitchatan
Sat Jan 28, 2012 12:00 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511186

Re: What are you working on?

Image

terrain with normalmaps, gotta admit that they made a world of difference.
by pitchatan
Tue Aug 18, 2009 3:01 pm
Forum: Gameplay & Design
Topic: War game idea
Replies: 27
Views: 14385

Urre wrote:It's disturbing how pretty much every one misunderstood the thread. Maybe I misnamed it?
No missunderstandings, alltough i think my imagination got ahead of me a bit. :)
by pitchatan
Fri Aug 14, 2009 4:15 pm
Forum: Gameplay & Design
Topic: War game idea
Replies: 27
Views: 14385

There's a reason why MMORPGs with 6000 players don't have realtime combat, it's too much trouble for the servers, expensive, and hard to get the clients working reliably without taking too much away from the experience.

The reason being latencys, atleast on fps kind of games.

If you have ever ...
by pitchatan
Fri Aug 14, 2009 4:07 pm
Forum: Gameplay & Design
Topic: War game idea
Replies: 27
Views: 14385

This would never work in Quake, at least with 6000 players. Netcode would have to be rewritten in it's entirety and you'd need a kickass server.


Like i have mentioned i have been speaking to LordHavoc the coder of the darkplaces engine about optimizing pretty much everything, alltough nothing ...
by pitchatan
Thu Aug 13, 2009 10:03 pm
Forum: Gameplay & Design
Topic: War game idea
Replies: 27
Views: 14385

Was actually thinking something in the lines of a Post apocalyptic civil war ... or something :P


still working on the details. ;D
by pitchatan
Wed Aug 12, 2009 10:36 am
Forum: Gameplay & Design
Topic: War game idea
Replies: 27
Views: 14385


Then I would create a huge map with maybe 7000 info_deathmatch entities!



Quite the overkill there. :D

Why not just have specific team spawn areas and remove telefragging or have specific spawns at specific areas, mabey have the qc check what spawn is the nearest of where you died.


Im ...