Search found 368 matches

by Team Xlink
Sun Jan 23, 2011 12:02 am
Forum: QuakeC Programming
Topic: One entity pointing to another
Replies: 8
Views: 2003

You could do a trace from the entity thats supposed to be pointing, and keep rotating the entity until the trace collides with the player.

That's a good way to waste CPU cycles. traceline is one of the most expensive built-ins in QuakeC because it relies heavily in SV_RecursiveHullCheck(). Sajt's ...
by Team Xlink
Sat Jan 22, 2011 9:19 pm
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511200

Image

Finished my particle engine.

Image

I'm going to remake it though.
by Team Xlink
Sat Jan 22, 2011 8:49 pm
Forum: Gameplay & Design
Topic: Weapon feedback
Replies: 32
Views: 44368

The TF2 backstab was satisfying to me.

The AGR mauser is also very satisfying.

The Halo 2 sniper is satisfying to me.

And all the Halo vehicles splatters are very satisfying.

The Halo 2 shotgun is satisfying.


Some examples of things that weren't satisfying for reasons I don't know of are ...
by Team Xlink
Sat Jan 22, 2011 8:44 pm
Forum: QuakeC Programming
Topic: Change player size?
Replies: 22
Views: 9337

no, the players size would have to be changed with a new model. the size of the quake guy is acurate to the world hes in. even if you were to change the size of the player model, it wouldnt matter. the collision boxes wouldnt match your model.

Yes, my advice if you don't want to mess with custom ...
by Team Xlink
Sat Jan 22, 2011 8:42 pm
Forum: QuakeC Programming
Topic: One entity pointing to another
Replies: 8
Views: 2003

You could do a trace from the entity thats supposed to be pointing, and keep rotating the entity until the trace collides with the player.
by Team Xlink
Tue Jan 18, 2011 12:54 pm
Forum: Tutorial Help
Topic: per polygon hit detection tutorial?
Replies: 20
Views: 35777

Well that would be helpful, Beings that everyone wants to make vehicles, But doesn't realize that the thing holding em back is world collision.

The amazing, Cubic Combat, by Electro , features vehicles, that work rather well, without per-poly collision problems.

http://www.youtube.com/watch?v ...
by Team Xlink
Tue Jan 18, 2011 12:52 pm
Forum: QuakeC Programming
Topic: Help: displaying 'Time left in Game'
Replies: 9
Views: 2048

Some engines such as ezQuake support this feature engine side.

Couldn't you use a variable for the unspecified arguments?
by Team Xlink
Tue Jan 18, 2011 12:49 pm
Forum: Programming Tutorials
Topic: FRIK_FILE sanity
Replies: 6
Views: 3504

Great tutorial.

I have a question on a possible further expansion to it:

switch (fmode)
{
case 0: // read
Sys_FileOpenRead (va("%s/%s",com_gamedir, p), &h);
break;

case 1: // append -- sane version
h = Sys_FileOpenAppend (va("%s/%s", com_gamedir, p));
break;

default: // write ...
by Team Xlink
Fri Jan 14, 2011 10:59 pm
Forum: Programming Tutorials
Topic: [Tutorial PSP/PC] - Adding a nohud Cvar.
Replies: 1
Views: 2228

[Tutorial PSP/PC] - Adding a nohud Cvar.

It has been a while since I've made a tutorial, the effect of this one is simple, but it shows how to setup cvars, and what the return command does.

The code for this is my own, I implemented it in a different engine, thus it may require changes for stock Quake, but hey you never know ...
by Team Xlink
Wed Jan 12, 2011 2:01 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Downsider wrote:They're standard QMB particles.
Yes, it shouldn't be too difficult too port them, even eaiser then usual because there already in a PSP engine.
by Team Xlink
Sat Jan 08, 2011 2:59 pm
Forum: Tutorial Help
Topic: per polygon hit detection tutorial?
Replies: 20
Views: 35777

Jukki wrote:O.o DOES THIS WORK WITH PSP?
Try it, with some changes it should work, heck it might not even need changes for all I know.
by Team Xlink
Sat Jan 08, 2011 5:26 am
Forum: General Discussion
Topic: Quake 1 split screen?
Replies: 11
Views: 4734

franqutrass wrote:are confident that you can not make the engine so that 2 people can play a single machine
FTEQW has it working, Spike did a good job, I've tested it myself. Split-screen Quake is rather neat.
by Team Xlink
Sat Jan 08, 2011 5:17 am
Forum: Tutorial Help
Topic: per polygon hit detection tutorial?
Replies: 20
Views: 35777

Re: per polygon hit detection tutorial?

metalmodman wrote:I think I remember some one posting a link to a per polygon hit detection tutorial for quake one, but I cant find it. Does any one know what I'm talking about?
http://www.telefragged.com/thefatal/q_t ... lision.txt
by Team Xlink
Wed Jan 05, 2011 9:15 pm
Forum: General Discussion
Topic: Which would you prefer? Speed/Turtle Modding?
Replies: 11
Views: 2827

Is there going to be a theme?

If not, then it widens the scope of capabilities and you usually come up with mods that require more time.

If there is going to be a theme then either the 1 - 2 Days, or 3 - 4 Days.
by Team Xlink
Wed Jan 05, 2011 12:39 pm
Forum: Engine Programming
Topic: Isometric camera
Replies: 23
Views: 4943

Well, if you want to distinguish between the enemie being dead or not, this might be useful.

if (ent->health > 0)
{

}

Though you probably already knew that.

This also might be of use.

Code: Select all

player->origin[0]-ent->origin[0]
ent->origin[1]-player->origin[1]
;)