Search found 771 matches

by Wazat
Wed Jun 16, 2010 12:45 am
Forum: QuakeC Programming
Topic: Traceline
Replies: 12
Views: 3207

When I figured out those traceline rules I was making my own portal gun. Shoot the gun at a wall and it would try to find a point on the other side of a wall to make a portal. If it found the other side and concluded there was enough space for a player, it would spawn a portal on each side. You ...
by Wazat
Wed Jun 16, 2010 12:36 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511203

Static_Fiend: Very cool!
by Wazat
Sun Jun 13, 2010 4:35 pm
Forum: QuakeC Programming
Topic: Traceline
Replies: 12
Views: 3207

Also note that if you start a traceline inside an entity that isn't the ignore ent (passent), then the traceline will automatically ignore all non-bsp entities. If you start inside a wall, I believe I remember the traceline ignoring everything including other walls.

So avoid starting a traceline ...
by Wazat
Fri Jun 11, 2010 1:16 am
Forum: General Discussion
Topic: The Turok weapons system
Replies: 14
Views: 5124

So the only way to select dual wielding is to use the mousewheel to cycle through all the weapons then the dual-wield configurations? That sounds cumbersome to me. Can't you just press 3 and 4 at the same time or something?

Erm... no, I just never select my dual-wield weapons that way in the pc ...
by Wazat
Wed Jun 09, 2010 4:35 am
Forum: General Discussion
Topic: The Turok weapons system
Replies: 14
Views: 5124

The Turok weapons system

In Turok on the XBox360, PS3, and PC (currently $7.35 on Amazon ), the player can dual-wield weapons. This turns out to be a damned cool feature, and I'm thinking about how to do it properly in Quake. I'd also like to implement the rest of the weapon system.

In the single player, you always have ...
by Wazat
Fri Jun 04, 2010 12:41 am
Forum: Gameplay & Design
Topic: More enjoyable "watching" of playing games
Replies: 16
Views: 29590

Re: More enjoyable "watching" of playing games

> 1. To what extent do you like to watch others play games?

On occasion. Sometimes watching people play a game can sometimes be very frustrating for me, especially if they're not very good or they are very slow/etc. However, watching a skilled player tear it up, or watching a friend explore a ...
by Wazat
Tue Jun 01, 2010 3:57 am
Forum: General Discussion
Topic: spot animation?
Replies: 17
Views: 5535


4) in the last step of the special animation, set .mad_with= .enemy, and the next animation step back to the first run animation step.

Actually, I recommend doing this in the first animation step. If you do it in the last animation step, then beating the monster is easy. Just keep shooting it ...
by Wazat
Sun May 09, 2010 5:24 am
Forum: QuakeC Programming
Topic: CSQC dreams
Replies: 10
Views: 2383

In my dreams, things chase me and I die.
by Wazat
Sat May 01, 2010 8:27 pm
Forum: General Discussion
Topic: [release] Hellsmash Beta 3
Replies: 149
Views: 49172

BTW, that site blocks direct linking to images, so go to http://world.guns.ru/assault/ and manually scroll to aug_a3-2.jpg. It's a fine looking weapon.
by Wazat
Sat May 01, 2010 8:07 pm
Forum: QuakeC Programming
Topic: Paid programmer work
Replies: 32
Views: 8228

Yes, knowing the scale of work and the amount paid will make or break the deal for a lot of people. ;)

That's cool that you're willing to pay to have it made. If the money is worth it to a programmer who's able to do the work, then that's great!
by Wazat
Sat May 01, 2010 8:03 pm
Forum: QuakeC Programming
Topic: self.touch For Player?
Replies: 4
Views: 1273

You mean like making the player's touch function handle touching ammo, health, triggers, grenades, spikes, lava balls, push triggers, etc?

Because then it's a major mess. Decentralizing it helps keep code clean and manageable.

Here's the thing: When I add a new object type to the game, I can ...
by Wazat
Sun Apr 25, 2010 7:39 pm
Forum: QuakeC Programming
Topic: SUB_UseTargets
Replies: 5
Views: 1511

Oh, ok... now I get it.
Well, whether any of the ID maps uses this for weapons or not, I can see this being useful in similar situations as item_sigil is used... or maybe for traps and what not. Another idea would be to let the player know they just upgraded a weapon to the next level?

Typically ...
by Wazat
Sun Apr 25, 2010 7:31 pm
Forum: QuakeC Programming
Topic: SUB_UseTargets
Replies: 5
Views: 1511

The target system in quake is basically a way to activate other objects in the level. As said above, target pairs with a targetname to tell objects "you have something to do with each other".

Some examples:
*Doors open/close when activated by a button or trigger
*Monsters get angry at the player ...
by Wazat
Mon Apr 19, 2010 3:49 am
Forum: General Discussion
Topic: Practical Game Logic (QuakeC) Ideas Only Dropbox
Replies: 15
Views: 5619

r00k wrote:I think monster AI should be coded like old arcade games where they grouped and moved fast in a pattern. Imagine a bunch of running rats or spiders etc..
Steering behaviors would be cool in Quake.
by Wazat
Sat Apr 17, 2010 6:06 pm
Forum: General Discussion
Topic: Practical Game Logic (QuakeC) Ideas Only Dropbox
Replies: 15
Views: 5619

Re: Practical Game Logic (QuakeC) Ideas Only Dropbox

1. Monsters that only move when you are not looking at them (think of the possibilities). Provided QuakeC can do this. I know QuakeC can do line of sight but not sure if the "behind you" 180 degrees can be ignored from the calc.

Easily done. Just reverse one of the directions and narrow the dot ...