Now it's time to talk about one of the two functions that inspired this thread.
I found
void() calltimeofday = #231; /* Part of FTE_CALLTIMEOFDAY*/
after speaking with spike and finding a page on the linux system call, I had it all sorted out.
calltimeofday fills a global (I believe) and ...
Search found 429 matches
- Sun Jan 25, 2015 9:37 am
- Forum: CSQC Programming
- Topic: how to use <insert here> in CSQC
- Replies: 16
- Views: 50575
- Sat Jan 24, 2015 11:23 am
- Forum: CSQC Programming
- Topic: how to use <insert here> in CSQC
- Replies: 16
- Views: 50575
Re: how to use <insert here> in CSQC
Now on to some basic string handling.
strings are important for a variety of reasons, one of the most obvious, is constructing and deconstructing filepaths
most recently i've been using a custom save stuffcmd, adding things like the players name, mapname, kills and secrets right into the save ...
strings are important for a variety of reasons, one of the most obvious, is constructing and deconstructing filepaths
most recently i've been using a custom save stuffcmd, adding things like the players name, mapname, kills and secrets right into the save ...
- Fri Jan 23, 2015 12:23 pm
- Forum: CSQC Programming
- Topic: how to use <insert here> in CSQC
- Replies: 16
- Views: 50575
Re: how to use <insert here> in CSQC
First things first.
noref void(float vwidth, float vheight, float notmenu) CSQC_UpdateView; /* Called every single video frame. The CSQC is responsible for rendering the entire screen. */
If you're going to be using csqc, you're probably going to be doing a bit of 2d drawing.
For that you ...
noref void(float vwidth, float vheight, float notmenu) CSQC_UpdateView; /* Called every single video frame. The CSQC is responsible for rendering the entire screen. */
If you're going to be using csqc, you're probably going to be doing a bit of 2d drawing.
For that you ...
- Fri Jan 23, 2015 12:22 pm
- Forum: CSQC Programming
- Topic: how to use <insert here> in CSQC
- Replies: 16
- Views: 50575
how to use <insert here> in CSQC
Theres been a fair amount of "how do I USE this function" going on lately, and I thought this thread would be a great way to clear some of that up!
So if you use CSQC and find yourself having to ask how to use a function because you cant find any doxx, run back here and drop off
what you learn!
To ...
So if you use CSQC and find yourself having to ask how to use a function because you cant find any doxx, run back here and drop off
what you learn!
To ...
- Sun Dec 28, 2014 12:59 am
- Forum: CSQC Programming
- Topic: CSQC_InputEvent - event pressed not loopable?
- Replies: 12
- Views: 17989
Re: CSQC_InputEvent - event pressed not loopable?
What I did, was set a flag when the left mouse button is held, (in csqc_input_event, if event is keydown, if key is mouse1)
and unset that flag when the left mouse button is released.
THEN in a function that is called every frame, like at the bottom of CSQC_UpdateView(), check that flag, and check ...
and unset that flag when the left mouse button is released.
THEN in a function that is called every frame, like at the bottom of CSQC_UpdateView(), check that flag, and check ...
- Sat Dec 27, 2014 11:35 pm
- Forum: CSQC Programming
- Topic: CSQC_InputEvent - event pressed not loopable?
- Replies: 12
- Views: 17989
Re: CSQC_InputEvent - event pressed not loopable?
why ssqc function remains "listening" as long as button is pressed and csqc one doesn't?
because the ssqc function you mentioned is called every frame. (listening always)
and the csqc one you mentioned (csqc_input_event) is only called when a button is pressed or released (or the mouse is moved ...
because the ssqc function you mentioned is called every frame. (listening always)
and the csqc one you mentioned (csqc_input_event) is only called when a button is pressed or released (or the mouse is moved ...
- Sat Dec 27, 2014 10:53 pm
- Forum: CSQC Programming
- Topic: CSQC_InputEvent - event pressed not loopable?
- Replies: 12
- Views: 17989
Re: CSQC_InputEvent - event pressed not loopable?
Firstly:
I guess I'll do what everyone does: all the big part in ssqc, aided by small bits in csqc
people use ssqc for things because its the authoritive version of the game state.
Thats the main thing I think people should take away from this thread. it's pretty important.
ignoring ...
I guess I'll do what everyone does: all the big part in ssqc, aided by small bits in csqc
people use ssqc for things because its the authoritive version of the game state.
Thats the main thing I think people should take away from this thread. it's pretty important.
ignoring ...
- Sun Nov 23, 2014 5:41 am
- Forum: QuakeC Programming
- Topic: Aligning corpses with surfaces
- Replies: 21
- Views: 17698
Re: Aligning corpses with surfaces
that little snippit was suggested by spoike. i threw it in for completeness.
- Mon Nov 03, 2014 3:47 pm
- Forum: Engine Programming
- Topic: all in a day
- Replies: 10
- Views: 3620
Re: all in a day
baaaaaaagh, dont remind me of omnicide. im highly anticipating that game.
Also, Cobalt, fte has a gravity direction field, so you can fall up. or to the right.
Another quick mockup mod i want to do is a deadspace-like mod
Sooo many things to get to, dhl needs to hurry up with my graphics card
Also, Cobalt, fte has a gravity direction field, so you can fall up. or to the right.
Another quick mockup mod i want to do is a deadspace-like mod
Sooo many things to get to, dhl needs to hurry up with my graphics card
- Thu Sep 04, 2014 6:20 pm
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 42832
Re: The Dijkstra Project
Pretty sure in that screenshot, there should be a jump or rocketjump waypoint over the obstacles between a and the player, there should also be a waypoint at or very NEAR the player. From that waypoint, there should be a path to b, between the obstacles, and to a.
The scenario you show appears to ...
The scenario you show appears to ...
- Sun Aug 31, 2014 5:35 pm
- Forum: Artificial Intelligence
- Topic: Frikbot Item desirability
- Replies: 135
- Views: 174168
Re: Frikbot Item desirability
Time to code bots bouncing grenades off of walls as they bunnyhop by!
- Sat Aug 30, 2014 12:23 pm
- Forum: QuakeC Programming
- Topic: [Tutorial] Making Ogres lob grenades into your cover
- Replies: 11
- Views: 9482
Re: [Tutorial] Making Ogres lob grenades into your cover
Its a bit of a long post, and i havent had a day off to look at it with rested eyes yet, but i DID want to make sure you knew this post didnt go to waste. thanks for posting it, i'll be taking a look at it : )
- Sun Aug 24, 2014 5:15 am
- Forum: Artificial Intelligence
- Topic: Frikbot Item desirability
- Replies: 135
- Views: 174168
Re: Frikbot Item desirability
awesome work gentlemen. i'm watching this thread with interest.
The teleporter code sounds like an interesting problem to solve. how do you waypoint a bot to use teleporters currently?
Sounds like (if there isnt already) there should be a function call to recheck waypoints immediately after a bot ...
The teleporter code sounds like an interesting problem to solve. how do you waypoint a bot to use teleporters currently?
Sounds like (if there isnt already) there should be a function call to recheck waypoints immediately after a bot ...
- Sat Aug 23, 2014 12:40 pm
- Forum: General Discussion
- Topic: RaQdoll
- Replies: 36
- Views: 41674
Re: RaQdoll
*gasp* HE LIVES!
- Mon Aug 18, 2014 12:14 pm
- Forum: Project Showcase
- Topic: [FTE][In Glacial Dev] Smash
- Replies: 8
- Views: 15325
Re: [FTE][In Glacial Dev] Smash
Hellsmash+? With the ante upped with the dedicated engine?
I'll be waiting for some eyecandy
edit:
update your blog!
I'll be waiting for some eyecandy
edit:
update your blog!