Search found 771 matches

by Wazat
Wed Apr 14, 2010 12:05 am
Forum: QuakeC Programming
Topic: Adding new weapons and binary operations...
Replies: 26
Views: 5326

Okay, good luck to you.
by Wazat
Sun Apr 11, 2010 5:28 am
Forum: Mapping
Topic: Mapping With Randomness
Replies: 3
Views: 2549

I like this. You don't always know what's going to be where, which is a really valuable tool in keeping a map fresh and interesting.

Speed runners have their own thing going, and they should keep to that and leave this alone. What they do is cool, but not cool enough that we should never do new ...
by Wazat
Sun Apr 11, 2010 12:13 am
Forum: QuakeC Programming
Topic: Adding new weapons and binary operations...
Replies: 26
Views: 5326

The only thing that jumps out at me is:

(pl.itemsArray[index]) = pl.itemsArray[index] | COND_CHECKER; // pl is the player entity

Maybe that should be:

(pl.itemsArray[index]) = (pl.itemsArray[index]) | COND_CHECKER; // pl is the player entity

because of the weird way in with .float arrays are ...
by Wazat
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 ...
by Wazat
Sat Apr 10, 2010 8:53 pm
Forum: Modeling
Topic: What's The Difference?
Replies: 21
Views: 9118

Is it feasible to use a non animated BSP model as a player model, an airplane? Does this mean more accurate collision hits?

Yes, it will make that bsp model collide very accurately (using the bsp dimensions instead of a bounding box) with things that are, say, solid_bbox and solid_slidebox. The ...
by Wazat
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 ...
by Wazat
Mon Apr 05, 2010 4:53 am
Forum: General Discussion
Topic: Quake Canon
Replies: 32
Views: 7190

But are you confusing 1998 with 2010?

I got chewed out big time when I started my Nexuiz TF mod and tried to eliminate bunnyhopping. I also remember getting chewed out in a discussion about Quake's pro gamers and another about how to eliminate bunnyhopping from Quake. The pro community is the ...
by Wazat
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 ...
by Wazat
Sun Apr 04, 2010 7:05 pm
Forum: Modeling
Topic: What's The Difference?
Replies: 21
Views: 9118

MDL:
* Supports animation, frame groups, etc
* Supports multiple skins, skin groups
* Some wonky display problems as mentioned above
* Unable to do independent and locational animated textures
* Requires a basic bounding box
* Does not support movetype_push in standard engines

BSP:
* Does not ...
by Wazat
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 ...
by Wazat
Mon Mar 29, 2010 5:39 am
Forum: General Discussion
Topic: Cheaating Or Not Cheating
Replies: 17
Views: 3855

I glue pigeons to the wall to reach the roof of my house. It seems perfectly natural to do that in a game.

But don't do it in real life, seriously. It attracts cats.
by Wazat
Sun Mar 28, 2010 3:45 am
Forum: General Discussion
Topic: Quake Canon
Replies: 32
Views: 7190

My definition of Quake cannon: If it's fun, do it.
by Wazat
Tue Mar 23, 2010 2:44 am
Forum: QuakeC Programming
Topic: Adding new weapons and binary operations...
Replies: 26
Views: 5326

Hey there. Sorry about that, I wrote a lot of pseudo code and made up variables as I went along. Let me explain.

1) Make a new function and put the code inside. Weapons.qc is a good place to put it (near the other weapon change code for convenience). You might name it hasWeapon:
/*
hasWeapon ...
by Wazat
Sun Mar 21, 2010 6:41 pm
Forum: QuakeC Programming
Topic: Adding new weapons and binary operations...
Replies: 26
Views: 5326

Downsider wrote:Quake-C supports arrays? How about multi-dimensional arrays?
I think so. You have to use an array-friendly compiler to do it at all (i.e. fteqcc), but I assume multidimensional is fine too.
by Wazat
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 ...