Search found 771 matches
- Wed Apr 14, 2010 12:05 am
- Forum: QuakeC Programming
- Topic: Adding new weapons and binary operations...
- Replies: 26
- Views: 5326
- Sun Apr 11, 2010 5:28 am
- Forum: Mapping
- Topic: Mapping With Randomness
- Replies: 3
- Views: 2549
- Sun Apr 11, 2010 12:13 am
- Forum: QuakeC Programming
- Topic: Adding new weapons and binary operations...
- Replies: 26
- Views: 5326
- Sat Apr 10, 2010 9:13 pm
- Forum: QuakeC Programming
- Topic: Adding new weapons and binary operations...
- Replies: 26
- Views: 5326
Looks like the addweapon code is where it crashes. Can you post that function (with the single array code, since double arrays do not work)? And what's being passed into it when you call it (i.e. if it's WEP_UZI, what is WEP_UZI set to?).
Also, how is the itemsArray variable being defined currently ...
Also, how is the itemsArray variable being defined currently ...
- Sat Apr 10, 2010 8:53 pm
- Forum: Modeling
- Topic: What's The Difference?
- Replies: 21
- Views: 9118
- Mon Apr 05, 2010 4:56 am
- Forum: Modeling
- Topic: What's The Difference?
- Replies: 21
- Views: 9118
Well, one oddity with those ammo and health bsps is they are not centered around their origin. Instead, their origin is down at one of their bottom corners. So if you spin them you'll get weird effects.
And DP has some stuff-goes-through-walls issues in certain cases, which I haven't been able to ...
And DP has some stuff-goes-through-walls issues in certain cases, which I haven't been able to ...
- Mon Apr 05, 2010 4:53 am
- Forum: General Discussion
- Topic: Quake Canon
- Replies: 32
- Views: 7190
- Sun Apr 04, 2010 10:16 pm
- Forum: General Discussion
- Topic: Quake Canon
- Replies: 32
- Views: 7190
One of the BIGGEST taboos I've ever encountered was messing with Quake's exploits and other such features: bunnyhopping, rocket jumps, strafe jumps, etc. I've never seen the community so enraged as when those topics are brought up or tampered with.
lei: You can buy a fully functional Quake off of ...
lei: You can buy a fully functional Quake off of ...
- Sun Apr 04, 2010 7:05 pm
- Forum: Modeling
- Topic: What's The Difference?
- Replies: 21
- Views: 9118
- Sun Apr 04, 2010 12:05 am
- Forum: QuakeC Programming
- Topic: Adding new weapons and binary operations...
- Replies: 26
- Views: 5326
I didn't understand you quite well. From what I know setting the .weapons field to one of the original bitfields of Quake's weapons allows you to lit his respective number in the HUD. But what I don't know exactly is how to make .selWeapon field select and equip a determinate weapon. I have working ...
- Mon Mar 29, 2010 5:39 am
- Forum: General Discussion
- Topic: Cheaating Or Not Cheating
- Replies: 17
- Views: 3855
- Sun Mar 28, 2010 3:45 am
- Forum: General Discussion
- Topic: Quake Canon
- Replies: 32
- Views: 7190
- Tue Mar 23, 2010 2:44 am
- Forum: QuakeC Programming
- Topic: Adding new weapons and binary operations...
- Replies: 26
- Views: 5326
- Sun Mar 21, 2010 6:41 pm
- Forum: QuakeC Programming
- Topic: Adding new weapons and binary operations...
- Replies: 26
- Views: 5326
- Sun Mar 21, 2010 1:41 am
- Forum: QuakeC Programming
- Topic: Adding new weapons and binary operations...
- Replies: 26
- Views: 5326
If you need more bits than the 24 provided, you have several options:
Many "massive weapon mods" that have tons of weapons have a clever system for storing & selecting them. From the user's perspective, if he wants to select the sticky bomb he just taps the 6 key several times until it's selected ...
Many "massive weapon mods" that have tons of weapons have a clever system for storing & selecting them. From the user's perspective, if he wants to select the sticky bomb he just taps the 6 key several times until it's selected ...