Search found 771 matches

by Wazat
Sun Mar 27, 2011 9:51 pm
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123739

ceriux wrote:try adding a bot and let him kill you. maybe the kill command is whats messing it?
Actually I'm killing myself with rockets. :D
by Wazat
Sun Mar 27, 2011 8:30 pm
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123739

Actually, when the player hits the button to respawn, his dead body is replaced with a corpse from the bodyque. It's this bodyque corpse that I've made gibbable (haven't gotten around to making the player himself gibbable while he dies, before respawning). By all counts it should work, but when I ...
by Wazat
Sun Mar 27, 2011 7:47 am
Forum: General Discussion
Topic: Help finding an old Gibbable Corpses tutorial
Replies: 17
Views: 5041

Sorry for the double-post. I've tested the experimental method I brought up earlier, and it works wonders! I've posted a new tutorial here .

There's a couple of bugs though that are bedeviling me. It's late and I'm tired, so I'll have to get back to them later, but I'd love for feedback and ...
by Wazat
Sun Mar 27, 2011 7:44 am
Forum: QuakeC Programming
Topic: Improved Gibbable Corpses Tutorial, and "Semisolid"
Replies: 89
Views: 123739

Improved Gibbable Corpses Tutorial, and "Semisolid"

Here is a newer, much simpler version of the gibbable corpses tutorial I wrote long ago. These corpses can be killed with any weapon, but they let the player move right through them without inhibiting him at all. This works across engines, including vanilla Quake (tested in GLQuake and its variants ...
by Wazat
Sun Mar 27, 2011 4:39 am
Forum: General Discussion
Topic: Help finding an old Gibbable Corpses tutorial
Replies: 17
Views: 5041

Found it! Thanks for suggesting the way back machine (web.archive.org).

Now that I'm reading it though, it's a horrible tutorial. One of the first steps simply has you paste several pages of code into the bottom of world.qc, with no explanation of what the code actually does. Durrrr... That was ...
by Wazat
Thu Mar 24, 2011 4:13 am
Forum: General Discussion
Topic: Help finding an old Gibbable Corpses tutorial
Replies: 17
Views: 5041

Error: Thanks for the offer, but I'd better pass. As busy as my life has been, having a website would be another burden that I'd inevitably abandon. :) This weekend, for example, I'll probably be working for free to meet a deadline that was supposed to be 3 weeks away. yay!

leileilol: Thanks for ...
by Wazat
Tue Mar 22, 2011 5:07 am
Forum: General Discussion
Topic: Help finding an old Gibbable Corpses tutorial
Replies: 17
Views: 5041

I thought your cat inherited everything?

Anyway, it's not anywhere in my archive of the site. Are you sure it was even there?

Predictably, he squandered his inheritance living a life of booze and women. We found him passed out in a drainage ditch 30 miles from home, remembering nothing but ...
by Wazat
Tue Mar 22, 2011 1:20 am
Forum: General Discussion
Topic: Help finding an old Gibbable Corpses tutorial
Replies: 17
Views: 5041

Help finding an old Gibbable Corpses tutorial

Hey everyone,

I'm trying to find an old tutorial I wrote for gibbable corpses. It was distinct from other such tutorials because it used the Ace of Nails gibbable corpses that were non-solid but shootable, without needing any engine support (it worked fine in standard dos quake).

The tutorial died ...
by Wazat
Tue Mar 01, 2011 2:39 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511203

Error: That sounds pretty cool!
by Wazat
Sun Aug 22, 2010 5:10 am
Forum: General Discussion
Topic: [release] Hellsmash Beta 3
Replies: 149
Views: 49172

Well, I think the request was to make the game easier on easy skill. The hard/nightmare skills can be kept as-is or increased, but the easy skill may need adjustment.

At least, that's how I interpreted the conversation.
by Wazat
Thu Jul 01, 2010 2:00 am
Forum: General Discussion
Topic: The Turok weapons system
Replies: 14
Views: 5124

Sorry, I got involved in other things. I need to get back to this.

The main impediment I'm facing now is player weapon animations. It's easy enough to have lightning and nail attacks handled by the weapon itself so the player can continue firing rapid-fire weapons. However, how to handle animating ...
by Wazat
Mon Jun 28, 2010 4:23 am
Forum: QuakeC Programming
Topic: Distance between 2 entities?
Replies: 7
Views: 1787

Looks about right.
by Wazat
Mon Jun 28, 2010 3:28 am
Forum: QuakeC Programming
Topic: Distance between 2 entities?
Replies: 7
Views: 1787

No problem.


dist = vlen(enemy.origin - self.origin);


vlen (vector length) will give you the length of any vector. Directional vectors (used for aiming) have a length of 1 by definition. Vector length can also be used to get the speed when used on a velocity.

Subtracting your bot's position ...
by Wazat
Sat Jun 19, 2010 6:25 am
Forum: Modeling
Topic: Spawning a new model in another models Frame?
Replies: 17
Views: 8081

Yes, that's about how I imagined the transition animation. And it should be exceptionally easy to do that sort of animation because it mostly only involves scaling.

Have fun, man!
by Wazat
Sat Jun 19, 2010 3:26 am
Forum: Modeling
Topic: Spawning a new model in another models Frame?
Replies: 17
Views: 8081

5 whole minutes to take a leak? That's either really slow for taking a wiz (how much beer did you drink?!), or really fast for passing a kidney stone. ;)

Storing the orb inside the player is a good, easy way to do it. It has some costs, but avoids model swapping. As frag.machine says, those verts ...