Search found 336 matches

by Ghost_Fang
Wed Dec 12, 2012 11:08 pm
Forum: QuakeC Programming
Topic: Correctly changing the angle of a monster?
Replies: 5
Views: 3699

Correctly changing the angle of a monster?

I have a monster sending out a traceline, and when the traceline is interupted by a wall i want the monster to face the wall at the correct angle. ive tried many combinations of vectoangles and trace_plane_normal. Is their something i didn't do right?


traceline (self.origin + '0 0 20', self.origin ...
by Ghost_Fang
Wed Sep 19, 2012 9:13 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Re: ProQuake 4.70 PSP Build

The changes i made did not take the Slim into account. So i could have messed something up for all i know. I'm not sure what I could have done.
by Ghost_Fang
Wed Sep 19, 2012 12:32 am
Forum: Engine Programming
Topic: Measuring the length of Name String
Replies: 0
Views: 2490

Measuring the length of Name String

I'm planning on adding Kill Icons instead of the quake traditional "Player killed Player2 with WeaponX" I want it to look like "Player1 [ICON] Player2" I can see already that in order to do this I would need to get the length of the player's name string and then place the icon X amount of pixels ...
by Ghost_Fang
Sun Sep 16, 2012 7:04 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Re: ProQuake 4.70 PSP Build


EDIT: nevermind, you messed up something in "video_hardware_model.h", and you need the psp VFPU libs.

Yea I apologize, i had several different builds in which i was trying different things, its been so long i couldn't remember which one was my stable one lol.

Yay for decent people! :D

It ...
by Ghost_Fang
Sun Sep 16, 2012 6:38 am
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Re: ProQuake 4.70 PSP Build

Yea, i seemed to have forgotten the source. My apologizes, but here it is, i got nothing to hide :P

Its a great engine and as Jukki said, it is Kurok modified with a bit of Darkquake PSP mixed in there. As well as external textures for weapons and map textures.
As well as being really stable.

http ...
by Ghost_Fang
Fri Apr 06, 2012 10:51 pm
Forum: QuakeC Programming
Topic: Impulse trouble
Replies: 1
Views: 2016

Re: Impulse trouble

For your Iron Sights you're going to want to make 2 aliases in autoexec.cfg:
alias +irondown "impulse 14" //You don't need a specific impulse for each gun, you can sort these with a new function
alias -ironup "impulse 15" //You'll see why this one in a sec
bind <MYIRONSIGHTBUTTON> +irondown

what ...
by Ghost_Fang
Sun Mar 11, 2012 3:51 am
Forum: Modeling
Topic: Best Method for Various Player Heads
Replies: 19
Views: 9362

Re: Best Method for Various Player Heads

It didn't print what was wrong, but all i did was edit the md3 with NPherno's Md3Compiler and made my own paths and now it works.
by Ghost_Fang
Sat Mar 10, 2012 4:04 am
Forum: Modeling
Topic: Best Method for Various Player Heads
Replies: 19
Views: 9362

Re: Best Method for Various Player Heads

still didn't work :/
unless torso.md3_0.tga doesnt work?
by Ghost_Fang
Sat Mar 10, 2012 4:01 am
Forum: QuakeC Programming
Topic: Menu.dat crash on startup fix?
Replies: 6
Views: 3104

Re: Menu.dat crash on startup fix?

Hmm never saw this one before. Seems to work / no crash in Darkplaces, only there is a square checkerboard in the middle of the screen.

Can this do a motd on a ded server too?

Checkerboard is gfx/cursor.png thats missing
And his method doesn't seem to crash but my modified version crashes, using ...
by Ghost_Fang
Fri Mar 09, 2012 5:23 am
Forum: Modeling
Topic: Best Method for Various Player Heads
Replies: 19
Views: 9362

Re: Best Method for Various Player Heads

I know, i will definitely use supertorso for a reference when the time comes, but my only issue is that there is NO MD3, its not there at all, chase_active 1? Nope.avi connect another client? nope.avi. I cannot see the player model at all in game. And i think the code was designed so you could see ...
by Ghost_Fang
Fri Mar 09, 2012 5:05 am
Forum: QuakeC Programming
Topic: Menu.dat crash on startup fix?
Replies: 6
Views: 3104

Menu.dat crash on startup fix?

So im sure that most people who have messed with Menu.dat have noticed the crash on startup when one tries to start a map from the new menu. Does anyone know how to fix or maybe just work around this issue? Cause quite frankly I love how much more flexible it is, it being QC, its great. I'd really ...
by Ghost_Fang
Wed Mar 07, 2012 9:12 pm
Forum: Programming Tutorials
Topic: Tutorial: How to do DAT menu.DAT
Replies: 13
Views: 23269

Re: Tutorial: How to do DAT menu.DAT

Use "else if" when calling your menu types in m_draw,

Code: Select all

if (menumode == INGAMEMENU)
      ingamemenu();
  else if (menumode == SINGLEPLAYER)
      singleplayer();      
  else if (menumode == SELECTDIFFICULTY)
      selectdifficulty();
  else
	  mainmenu();
That fixed it for me
by Ghost_Fang
Wed Mar 07, 2012 8:51 pm
Forum: Modeling
Topic: Best Method for Various Player Heads
Replies: 19
Views: 9362

Re: Best Method for Various Player Heads

Well i see it... but whats the point if the model doesnt work? I cant get them to work at all...

My point is that if you look at cl_main.qc, you will see where the player model is assembled from 4 separate md3 models into one model. It does work, the purpose of super torso was to demonstrate a ...
by Ghost_Fang
Wed Mar 07, 2012 12:37 am
Forum: Modeling
Topic: Best Method for Various Player Heads
Replies: 19
Views: 9362

Re: Best Method for Various Player Heads

Check out supertorso: http://forums.inside3d.com/viewtopic.php?t=58

Yea tried that. It might be easier to understand if it would actually work. I tried supertorso and nothing happened, i don't see any of the models or anything....

Look at your shadow in game, read the readme and switch to 3rd ...