Search found 122 matches

by Preach
Tue Aug 14, 2007 10:46 pm
Forum: QuakeC Programming
Topic: DPM models?
Replies: 17
Views: 8380

Inspecting the darkplaces source for feasibility of writing this stuff myself (outlook not good, I'm afraid), I think it turns out bones only have keys for translation and rotation. In more mathematical terms, the bones have a 4 by 3 matrix, the first 3x3 matrix is applied to a vertex in the normal ...
by Preach
Mon Aug 13, 2007 3:44 pm
Forum: QuakeC Programming
Topic: Impulse commands
Replies: 38
Views: 12195

Although the above code is correct for making an impulse execute when the server starts, it's a rather convoluted way of making bots spawn when the server starts. For one thing, because all of those localcmds will be run in the same frame, it's only going to add one bot to the game. A better way of ...
by Preach
Mon Aug 13, 2007 10:55 am
Forum: QuakeC Programming
Topic: DPM models?
Replies: 17
Views: 8380

Possible way of treating it:

Have three(or five) new builtin functions for communicating between the qc and the model memory.

void(entity ent, float bone) GetBone works a little like traceline, it returns the important info about this bone by setting the values of several globals:

float getbone ...
by Preach
Tue Aug 07, 2007 3:27 pm
Forum: General Discussion
Topic: id on steam
Replies: 35
Views: 11842

From what I understand it's not integrated with steam in the same way as half life is. What you get is just a standard retail copy of quake, probably with glquake/winquake thrown in to the directory, and a shortcut to launch it on the steam launcher. So you can just put darkplaces in the directory ...
by Preach
Tue Aug 07, 2007 9:14 am
Forum: General Discussion
Topic: id on steam
Replies: 35
Views: 11842

Surely the most positive attitude is "Hey, larger potential audience for my quake mod". Although I don't have a copy yet, I've heard that quake from steam runs quite comfortably with darkplaces, and so any mods shouldn't be a problem
by Preach
Sun Jul 29, 2007 3:12 pm
Forum: General Discussion
Topic: Fullbrights
Replies: 14
Views: 5028

Removing fullbrights

You can also do it using QMe. Load the image as the skin of a model in QMe, then go to view->Skin Palette Map Editor. You can then uncheck rows of the palette, and all pixels from those rows will be replaced with colours in rows that are checked. You may want to check other rows before you uncheck ...
by Preach
Sun May 27, 2007 10:25 pm
Forum: Engine Programming
Topic: DP - Fog + Skybox
Replies: 30
Views: 18717

But couldn't you just have an appropriately foggy skybox to go with it? Like have most of the far away hills and stuff basically fogged out to the same colour as the fog at full distance, but then not fog out the sky itself. As long as everything in the skybox looked far enough away that the fog ...
by Preach
Sun May 27, 2007 7:43 pm
Forum: Engine Programming
Topic: DP - Fog + Skybox
Replies: 30
Views: 18717

I don't think it's the right way to do it. Wouldn't it be better to render the skybox fully, and then if people think their map should have the whole sky rendered fog coloured, they just supply a fog coloured sky? That way people could easily get the result they desire, either way, without needing a ...
by Preach
Sat May 26, 2007 9:05 am
Forum: QuakeC Programming
Topic: When can I be sure all entities are spawned?
Replies: 21
Views: 8819

The example I can think of off the top of my head is on wrld11(a map on SDA). Without the console down, you pick up a nailgun and ammo as soon as you start. When you start with the console down, these items get "item fell out of level" errors and removed.
by Preach
Fri May 25, 2007 6:17 pm
Forum: QuakeC Programming
Topic: When can I be sure all entities are spawned?
Replies: 21
Views: 8819

Re: When can I be sure all entities are spawned?

On a fairly related note, does anyone know why is it that the startup sequence behaves differently when you have the console is down as you start the map, as opposed to when you don't. It causes all sorts of entity related bugs and so knowing why it happens might allow a fix on the qc side for some ...
by Preach
Sun May 20, 2007 9:08 am
Forum: General Discussion
Topic: Encompassing Mod for Mappers
Replies: 21
Views: 7448

Sajt wrote:Yes but when you walk into the room in the first place all those monsters are there... during the most crucial time, when they are alive.
Usually you have waves of monsters that spawn, or reinforcements that arrive when you revisit an area. Then it's useful to have corpse removal.
by Preach
Sun May 20, 2007 8:28 am
Forum: General Discussion
Topic: Encompassing Mod for Mappers
Replies: 21
Views: 7448

Preaches 'entity optimisation' and 'corpse management' makes me go ..huh? Is the entity optimisation for stock engines that have a hard limit on entities? And the corpse management... how is a corpse more taxing on an engine than a living monster? Why would you need to remove corpses? Let me say ...
by Preach
Sat May 19, 2007 11:39 pm
Forum: General Discussion
Topic: Encompassing Mod for Mappers
Replies: 21
Views: 7448

Re: Encompassing Mod for Mappers

I don't think people would want one mod to do everything, it will end up with too many redundant pieces. Once you've decided to use a mod instead of stock quake then it's no more hassle to provide your own mod with a map than it is to tell people to use this unified mod. If you want to change things ...
by Preach
Tue May 15, 2007 10:04 pm
Forum: Mapping
Topic: Trigger monsters warp in
Replies: 5
Views: 4351

Oh yeah, I don't want to take credit for the idea of it, I took it from other mods I've seen. I just end up promoting my stuff all the time on here...
by Preach
Tue May 15, 2007 9:26 pm
Forum: Mapping
Topic: Trigger monsters warp in
Replies: 5
Views: 4351

Re: Trigger monsters warp in

The standard way:

Build the outside box, and place the monster in it. Also create a info_teleport_destination entity at the place you wish the monster to appear in the map once it teleports. Give this info_teleport_destination a targetname keyvalue, like ambush1 .

Create a trigger_teleport brush ...