as stated in the QC comments - "can cause problems".
I have experimented with this and it seems for some reason the client is being set to .team = 1 ? Not sure if thats something happening in my specific QC, but I am looking for that in ClientConnect () then passing him directly to PlayerPrethink ...
Search found 446 matches
- Fri Mar 27, 2015 6:30 pm
- Forum: QuakeC Programming
- Topic: Client connecting during intermission
- Replies: 7
- Views: 15937
- Sat Mar 21, 2015 6:47 pm
- Forum: QuakeC Programming
- Topic: Punchangle for sshogun hits
- Replies: 1
- Views: 3670
Punchangle for sshogun hits
Im experimenting with punchangle in regard to close attacks with the ssg, and in traceattack () at the veery bottom I have:
if (trace_ent.invincible_finished < time) // target has No pent
if (vlen (org - self.origin) < 200 && trace_ent.ishuman && self.weapon == 2) // range is under 200, for ...
if (trace_ent.invincible_finished < time) // target has No pent
if (vlen (org - self.origin) < 200 && trace_ent.ishuman && self.weapon == 2) // range is under 200, for ...
- Sat Mar 21, 2015 6:02 pm
- Forum: Engine Programming
- Topic: Sound issue in DP
- Replies: 8
- Views: 3277
Re: Sound issue in DP
Another sound question not related to this - DP_POINTSOUND
Does not allow a sound channel to be assigned, is it assumed to be using CHAN_AUTO ?
Does not allow a sound channel to be assigned, is it assumed to be using CHAN_AUTO ?
- Tue Mar 10, 2015 4:07 pm
- Forum: Mapping
- Topic: Q1 BSP tree
- Replies: 21
- Views: 30881
Re: Q1 BSP tree
So is 1 quake unit in q1bsp = 1 quake unit in q3bsp?
Heres a screenshot showing the proportion difference. I think Q3 must be in the era of the Stone Giants ! :) Jack and the beanstalk ?
http://i.imgur.com/yvoRBMK.jpg
probably its more a case of someone mis-remembering how tiny those maps ...
Heres a screenshot showing the proportion difference. I think Q3 must be in the era of the Stone Giants ! :) Jack and the beanstalk ?
http://i.imgur.com/yvoRBMK.jpg
probably its more a case of someone mis-remembering how tiny those maps ...
- Tue Mar 10, 2015 2:20 am
- Forum: Mapping
- Topic: Q1 BSP tree
- Replies: 21
- Views: 30881
Re: Q1 BSP tree
Ok persuing my curiousity, I found some maps that were not "converted" but made from stracth in q3 bsp based on the ID deathmatch levels DM4 and DM5 , as someone had mentioned before.
Took some doing but got them to load in DP - mostly the original Q3 PK3 files are needed in order for the textures ...
Took some doing but got them to load in DP - mostly the original Q3 PK3 files are needed in order for the textures ...
- Sun Mar 01, 2015 5:34 pm
- Forum: Mapping
- Topic: Q1 BSP tree
- Replies: 21
- Views: 30881
Re: Q1 BSP tree
I agree, I dont see all the nitpicking regarding the Q1 textures. They were created to be used with the .maps they are compiled into, so if the .maps are ok to distribute then the textures also have to be included as they are nothiing without the original ID Q1 maps. Perhaps a case could be made ...
- Sun Mar 01, 2015 12:35 pm
- Forum: Mapping
- Topic: DP collision bug
- Replies: 0
- Views: 42639
DP collision bug
Found this bug years ago which sv_gameplayfix_q1bsptracelinereportstexture cvar will cure and happens only in dedicated server mode, but I was curious if a mapper could tell me if there is something special about the brushes / planes on the maps that show this problem in those specific areas? In the ...
- Sat Feb 28, 2015 10:27 pm
- Forum: QuakeC Programming
- Topic: Aligning corpses with surfaces
- Replies: 21
- Views: 17698
Re: Aligning corpses with surfaces
Once in a while I see an interesting corpse position as in the screenshot....thanks in part to FRikbot.
http://i.imgur.com/X84Hr5W.jpg
As for continuing with some code that more or less would have to I guess set the size down to a scale perhaps smaller than player , and I guess give it a ...
http://i.imgur.com/X84Hr5W.jpg
As for continuing with some code that more or less would have to I guess set the size down to a scale perhaps smaller than player , and I guess give it a ...
- Fri Feb 27, 2015 4:15 pm
- Forum: Mapping
- Topic: Q1 BSP tree
- Replies: 21
- Views: 30881
Re: Q1 BSP tree
Hrm, thanks to those who replied. I guess there really is no upgrade or modification possible either via an engine hack or alteration of the BSP spec that would resolve the clipping issues or collision issues I was looking to overcome. Sounds like any attempt to do so would mean rewriting many ...
- Mon Feb 16, 2015 5:01 pm
- Forum: QuakeC Programming
- Topic: Fixing player animation for walls
- Replies: 5
- Views: 4029
Re: Fixing player animation for walls
Ok thanks PL. I used your logic conditions on the player stand and run functions which check a new function Blocked () which returns a score based on measurements from knee level to points about 2 Q units all around the bbox sides and corners. If any one of those are in solid, we are blocked. The ...
- Sat Feb 14, 2015 7:29 pm
- Forum: QuakeC Programming
- Topic: PW protect DP server?
- Replies: 1
- Views: 2352
PW protect DP server?
Do I remember right and QW has/had PW protection option for server?
Anyhow, how could we accomplish this in QC with DP ?
Im figuring we probably use KRIMZON_SV_PARSECLIENTCOMMAND and one way would be intercept the command for player name at connect to get a ' username ' field, then have the client ...
Anyhow, how could we accomplish this in QC with DP ?
Im figuring we probably use KRIMZON_SV_PARSECLIENTCOMMAND and one way would be intercept the command for player name at connect to get a ' username ' field, then have the client ...
- Mon Feb 09, 2015 12:36 am
- Forum: QuakeC Programming
- Topic: Fixing player animation for walls
- Replies: 5
- Views: 4029
Re: Fixing player animation for walls
Yea I determined vlen was about 27 or so when you keep running into the wall. Also you are FL_ONGROUND even as you impact the side of a wall in any way.
In DP there is a .movement vector which is active when you press a key to move. Maybe somehow that could be used with velocity.
Im also ...
In DP there is a .movement vector which is active when you press a key to move. Maybe somehow that could be used with velocity.
Im also ...
- Sun Feb 08, 2015 6:34 pm
- Forum: QuakeC Programming
- Topic: Fixing player animation for walls
- Replies: 5
- Views: 4029
Fixing player animation for walls
Has there been a fix for this? The animation continues (player_run) even if we are moving and hit a wall. This probably is ok for underwater, but on land it would look better making player_stand activate.
I researched it a little and velocity_x and velocity_y are active so the qc will trigger the ...
I researched it a little and velocity_x and velocity_y are active so the qc will trigger the ...
- Fri Feb 06, 2015 6:57 pm
- Forum: Mapping
- Topic: Q1 BSP tree
- Replies: 21
- Views: 30881
Re: Q1 BSP tree
Hmm so I guess q1 maps more or less , at least the standard ID ones the artists were more or less allowed to 'freehand' , and draw slopes at very unusual angles and such, or am I completely off base in that summization? I have researched the format a little and seems its more or less based on ...
- Fri Feb 06, 2015 5:58 am
- Forum: Mapping
- Topic: Q1 BSP tree
- Replies: 21
- Views: 30881
Re: Q1 BSP tree
If I were to guess I would say time factor - pressure to release the next greatest evolution in 3d gaming and get another Ferrari.
Says here he wound up with 4 and had to give one away.
http://floodyberry.com/carmack/johnc_plan_1997.html#d19970506
But I think this stuff we are rehashing they ...
Says here he wound up with 4 and had to give one away.
http://floodyberry.com/carmack/johnc_plan_1997.html#d19970506
But I think this stuff we are rehashing they ...