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 ...
Search found 336 matches
- Wed Dec 12, 2012 11:08 pm
- Forum: QuakeC Programming
- Topic: Correctly changing the angle of a monster?
- Replies: 5
- Views: 3699
- 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.
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
- 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?
unless torso.md3_0.tga doesnt work?
- 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 ...
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 ...
- Sat Mar 10, 2012 1:01 am
- Forum: QuakeC Programming
- Topic: Menu.dat crash on startup fix?
- Replies: 6
- Views: 3104
- 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 ...
- 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 ...
- 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,
That fixed it for me
Code: Select all
if (menumode == INGAMEMENU)
ingamemenu();
else if (menumode == SINGLEPLAYER)
singleplayer();
else if (menumode == SELECTDIFFICULTY)
selectdifficulty();
else
mainmenu();- 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 ...
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 ...
- 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 ...
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 ...