Just to conclude this thread, thought you'd like to finally see the finished, perfectly working function, essentially written by Spike. Thanks to everyone for your feedback!
// Replacement for the WRITEBYTE TE_EXPLOSION, which allows deafness effects
void (entity thing) Explosion=
{
local ...
Search found 247 matches
- Tue Apr 02, 2013 4:18 pm
- Forum: QuakeC Programming
- Topic: Help: Making a player 'deaf'
- Replies: 34
- Views: 13733
- Sat Mar 23, 2013 12:54 pm
- Forum: QuakeC Programming
- Topic: Help: Making a player 'deaf'
- Replies: 34
- Views: 13733
Re: Help: Making a player 'deaf'
Thanks for all the responses guys, much appreciated!
Frag.Machine, IIUC your code deals with audio only, and as Spike said, I'm using dimension_see flags to control audio. Having said that I am still studying your code, and will experiment with it at some stage, just out of curiosity.
I have to ...
Frag.Machine, IIUC your code deals with audio only, and as Spike said, I'm using dimension_see flags to control audio. Having said that I am still studying your code, and will experiment with it at some stage, just out of curiosity.
I have to ...
- Fri Mar 22, 2013 6:54 am
- Forum: QuakeC Programming
- Topic: Help: Making a player 'deaf'
- Replies: 34
- Views: 13733
Re: Help: Making a player 'deaf'
Thanks for the suggestions guys.
As Spike says, I'm already using:
dimension_send&self.dimension_see filter for greater control over the sound+multicast+etc builtins so should have no need for writebytes.
The substitution of r_exp3.wav with a silent version finally worked!. The problem was that ...
As Spike says, I'm already using:
dimension_send&self.dimension_see filter for greater control over the sound+multicast+etc builtins so should have no need for writebytes.
The substitution of r_exp3.wav with a silent version finally worked!. The problem was that ...
- Thu Mar 21, 2013 8:30 am
- Forum: QuakeC Programming
- Topic: Help: Making a player 'deaf'
- Replies: 34
- Views: 13733
Re: Re:
Ok, I made a silent version of "weapons/r_exp3.wav" and put it in the .pk3, but you can still hear the explosions... presumably by the original r_exp3.wav which is still in the pak.
Is there something else that needs to be done?
[EDIT] I just noticed that I have a "r_exp3.wav" in C:\Quake\id1 ...
Is there something else that needs to be done?
[EDIT] I just noticed that I have a "r_exp3.wav" in C:\Quake\id1 ...
- Thu Mar 21, 2013 6:34 am
- Forum: QuakeC Programming
- Topic: Help: Making a player 'deaf'
- Replies: 34
- Views: 13733
Re:
Ok, since I'm finally uploading a new pk3, this seems to be the perfect time to continue the quest for (almost) total deafness (ie except for the sounds of a player hyper-ventilating).
IIUC a possible solution is to:
1. Make a new "weapons/r_exp3.wav" which contains 0.1 seconds of silence, and put ...
IIUC a possible solution is to:
1. Make a new "weapons/r_exp3.wav" which contains 0.1 seconds of silence, and put ...
- Thu Mar 14, 2013 6:40 am
- Forum: QuakeC Programming
- Topic: Quakeworld skins confusion
- Replies: 6
- Views: 6794
Re: Quakeworld skins confusion
Each entity has a .colormap field. This .colormap field refers to a player slot.
When the player dies, the model and colormap of the player is copied over to a new entity (part of the bodyqueue).
Ok, I'm a little confused at this point as to what a "colormap" actually is.
I thought 'colormap ...
When the player dies, the model and colormap of the player is copied over to a new entity (part of the bodyqueue).
Ok, I'm a little confused at this point as to what a "colormap" actually is.
I thought 'colormap ...
- Mon Mar 11, 2013 2:04 pm
- Forum: Modeling
- Topic: Messed up skins: what happened?
- Replies: 38
- Views: 69947
Re: Messed up skins: what happened?
all i did was open it in photoshop , then indexed the color using a (custom pallete "quakes pallette") then saved as bmp
image>mode>index>custom
image>mode>index
Q: Did you get a dialogue box saying "merge layers?" (OK, and cancel)?
>custom
I used custom, selected the quake palette, and ...
image>mode>index>custom
image>mode>index
Q: Did you get a dialogue box saying "merge layers?" (OK, and cancel)?
>custom
I used custom, selected the quake palette, and ...
- Mon Mar 11, 2013 6:40 am
- Forum: Modeling
- Topic: Messed up skins: what happened?
- Replies: 38
- Views: 69947
Re: Messed up skins: what happened?
it should be a bmp not bsp.
it is a bmp. bmps are bitmaps, its the file type you use when importing them into a model.
Sry, I meant 'bmp'.
oh i didnt realize there were layers ill get to work on the others.
here are the other layers http://www.mediafire.com/?o7de7ozqtn5c7q3
Well.. I:
1 ...
it is a bmp. bmps are bitmaps, its the file type you use when importing them into a model.
Sry, I meant 'bmp'.
oh i didnt realize there were layers ill get to work on the others.
here are the other layers http://www.mediafire.com/?o7de7ozqtn5c7q3
Well.. I:
1 ...
- Sun Mar 10, 2013 6:14 am
- Forum: Modeling
- Topic: Messed up skins: what happened?
- Replies: 38
- Views: 69947
Re: Messed up skins: what happened?
Hey Ceriux!
try this
http://www.mediafire.com/?1m2idht0n1sdpsi
i just opened it in photoshop and indexed it to the quake pallette
'tf_scout01.bsp'? [EDIT: I meant 'tf_scout01.bmp'] I think you might have been working with the wrong file.
Are you sure you used the 'tf_scout32.psd' file in the ...
try this
http://www.mediafire.com/?1m2idht0n1sdpsi
i just opened it in photoshop and indexed it to the quake pallette
'tf_scout01.bsp'? [EDIT: I meant 'tf_scout01.bmp'] I think you might have been working with the wrong file.
Are you sure you used the 'tf_scout32.psd' file in the ...
- Fri Mar 08, 2013 11:38 am
- Forum: Modeling
- Topic: Messed up skins: what happened?
- Replies: 38
- Views: 69947
Re: Messed up skins: what happened?
If I may segue at this point to go over my current 'understanding' of this whole Quake Graphics issue. Please confirm, correct, lol, deny or nitpick the truth (or otherwise) of the following basic concepts /descriptions.
[DISCLAIMER: This list possibly (probably?) contains FACTUAL ERRORS! Any ...
[DISCLAIMER: This list possibly (probably?) contains FACTUAL ERRORS! Any ...
- Fri Mar 08, 2013 10:56 am
- Forum: Modeling
- Topic: Messed up skins: what happened?
- Replies: 38
- Views: 69947
Re: Messed up skins: what happened?
Hey Frag.machine.
OneManClan, be aware that even if you correctly picked a color from the Quake indexed palette, sometimes a tool in the painting program you're using may replace it by another color index, in the same palette.
Jeez :shock:
At least with older versions of Paint Shop Pro this ...
OneManClan, be aware that even if you correctly picked a color from the Quake indexed palette, sometimes a tool in the painting program you're using may replace it by another color index, in the same palette.
Jeez :shock:
At least with older versions of Paint Shop Pro this ...
- Fri Mar 08, 2013 5:22 am
- Forum: Modeling
- Topic: Messed up skins: what happened?
- Replies: 38
- Views: 69947
Re: Messed up skins: what happened?
iv never had a problem with the palette when using photoshop. i usually just paint my texture. then index the colors by selecting an external palette.
Well... (yes this is an admission of defeat!) could you please please have a go at seeing if you can possibly make this apparently incompatible ...
Well... (yes this is an admission of defeat!) could you please please have a go at seeing if you can possibly make this apparently incompatible ...
- Thu Mar 07, 2013 3:09 pm
- Forum: Modeling
- Topic: Messed up skins: what happened?
- Replies: 38
- Views: 69947
Re: Messed up skins: what happened?
the face mask thing looks to me to be the bright yellow from range 6 and is thus subject to the player's bottomcolor setting.
so when fte and ezquake both show blue or red (correctly for the team) instead of that yellow its hardly surprising.
The yellow was taken from the 13th row, you can ...
so when fte and ezquake both show blue or red (correctly for the team) instead of that yellow its hardly surprising.
The yellow was taken from the 13th row, you can ...
- Thu Mar 07, 2013 9:24 am
- Forum: Modeling
- Topic: Messed up skins: what happened?
- Replies: 38
- Views: 69947
Re: Messed up skins: what happened?
Update:
Work on what I've dubbed the 'DoomFace' mod has ground to a halt, as my mind struggles with the boggling complexity of how different Quake clients + mdls + skins + image formats + palettes all actually interract. To that end, I've been doing some experiments, and I thought I'd share the ...
Work on what I've dubbed the 'DoomFace' mod has ground to a halt, as my mind struggles with the boggling complexity of how different Quake clients + mdls + skins + image formats + palettes all actually interract. To that end, I've been doing some experiments, and I thought I'd share the ...
- Wed Mar 06, 2013 4:02 am
- Forum: Modeling
- Topic: Messed up skins: what happened?
- Replies: 38
- Views: 69947
Re: Messed up skins: what happened?
Hey gb, thanks for the awesome info, and screenshots(!)
I thought the reason for my messed up skins dramas was because Quakeshop's conversion from pcx->RGB "changes something" ( 'corrupts the Quake palette numbering system' ?) and no matter what I've tried ( using different quake palettes when ...
I thought the reason for my messed up skins dramas was because Quakeshop's conversion from pcx->RGB "changes something" ( 'corrupts the Quake palette numbering system' ?) and no matter what I've tried ( using different quake palettes when ...