Search found 446 matches

by Cobalt
Fri Mar 27, 2015 6:30 pm
Forum: QuakeC Programming
Topic: Client connecting during intermission
Replies: 7
Views: 15937

Client connecting during intermission

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 ...
by Cobalt
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 ...
by Cobalt
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 ?
by Cobalt
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 ...
by Cobalt
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 ...
by Cobalt
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 ...
by Cobalt
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 ...
by Cobalt
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 ...
by Cobalt
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 ...
by Cobalt
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 ...
by Cobalt
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 ...
by Cobalt
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 ...
by Cobalt
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 ...
by Cobalt
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 ...
by Cobalt
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 ...