Search found 77 matches

by necros
Fri May 20, 2011 10:49 pm
Forum: QuakeC Programming
Topic: 3 Traclines, 1 Entity
Replies: 3
Views: 1210

as error said, yes you can have multiple tracelines.

but a caveat to that: the variables traceline sets (trace_endpos, trace_ent, etc...) are globals, and subsequent tracelines will destroy the previous ones. you'll have to save them in your own variables if you need to use them again.

also, wtf ...
by necros
Mon May 16, 2011 9:40 pm
Forum: Artificial Intelligence
Topic: Runaway loop error annoyance...
Replies: 12
Views: 19782

i haven't seen the frikbot code, but probably what he meant by 'use thinks' is he is deferring some of the while loop to another frame.

for example, if you use find(), you can tell it to loop only 10 times then at the end of the loop, store the last entity in a field until next frame, then, next ...
by necros
Wed Mar 02, 2011 7:20 pm
Forum: Mapping
Topic: Max Clipnodes limit 32767
Replies: 10
Views: 4166

i've never done any hard testing on it, but i have found i can squeeze a fair amount of clipnodes from just filling in little gaps and such. places you can't move into anyway.

also, this just occured to me, but if you have a func_illusionary with a lot of 'spiky' bits, you should probably cover the ...
by necros
Tue Mar 01, 2011 10:32 pm
Forum: Mapping
Topic: Max Clipnodes limit 32767
Replies: 10
Views: 4166

not just filling in large spaces, but, basically any place the player can't move into.

let's say you had a computer screen or a light strip recessed into the wall. if you put clip brushes to cover up the holes, that will reduce clipnodes as well.
or like, if you had a table, you could fill up the ...
by necros
Sun Feb 27, 2011 6:53 am
Forum: QuakeC Programming
Topic: make monster attack a entity
Replies: 5
Views: 2051

mmm, this was bumped but i'll go anyway:

the reason monsters can't attack a solid_bsp is because of the way the engine and qc work.

monsters use the target's .origin to determine if they can 'see' it, and also if they have a clear shot to hit it.

the problems happens because solid_bsp entities ...
by necros
Sun Feb 27, 2011 6:48 am
Forum: QuakeC Programming
Topic: Programming a rhythmic increase/decrease of a value
Replies: 11
Views: 2857

i don't know the qw hook code at all, so this is just a rough guess. you'll have to work this into your code.

try something like this:

create a variable you'll use as a timer:

.float hookImpulseTime;

in the hook pull code loop, you'll need to add a new local float
local float mult;
and a ...
by necros
Sun Feb 27, 2011 6:39 am
Forum: Quake Events
Topic: Quake Expo 2011
Replies: 164
Views: 173208

hey, just wondering if anything was happening on the qexpo front for this year.

i only ask because i have a couple of things for sure that i can release soonish, but i'd rather save them for a qexpo if there is one. it's been ages since i've had stuff to release during one that was new and not old ...
by necros
Fri Aug 20, 2010 7:01 pm
Forum: QuakeC Programming
Topic: Additional animation for player models
Replies: 8
Views: 2433

it might be possible if you wanted to try something similar to the q3 approach. q3 used 3 separate models for all characters, legs, torso and head and kept each component glued to the other via a specially marked triangle called the tag on each of the other components.

of course, even that will not ...
by necros
Thu Aug 19, 2010 2:04 am
Forum: QuakeC Programming
Topic: darkplaces 'unstuck' feature
Replies: 0
Views: 2365

darkplaces 'unstuck' feature

a mod i'm working on routinely spawns entities in the world and as this happens, the unstuck feature runs more and more often, severely impacting performance.
in these cases, the unstuck feature does not need to run as these entities are fine in fitzquake/quakespasm.

i don't really understand what ...
by necros
Wed Aug 18, 2010 1:46 am
Forum: QuakeC Programming
Topic: Additional animation for player models
Replies: 8
Views: 2433

if you take a look at the stock player.qc, you'll see that there is already some rudimentary code to handle standing and running.

the frame functions check if the player is moving or not, and then switches to a different function based on that.

essentially, you'll be doing the same thing, except ...
by necros
Tue Apr 27, 2010 9:49 pm
Forum: QuakeC Programming
Topic: sound attenuation and calculating max distance
Replies: 2
Views: 968

solved

preach found the solution, if anyone's interested, the post on func about it is here: http://celephais.net/board/view_thread. ... 2&end=9762
by necros
Tue Apr 27, 2010 5:49 pm
Forum: QuakeC Programming
Topic: ef_dimlight
Replies: 5
Views: 1274

without using a custom engine, there isn't much options.
you could try looping and continuously setting EF_MUZZLEFLASH (as that effect only lasts 0.2 seconds), but it's about the same size as EF_DIMLIGHT (except it flickers less).

if you just want to highlight entities, you could try making a ...
by necros
Tue Apr 27, 2010 7:00 am
Forum: QuakeC Programming
Topic: sound attenuation and calculating max distance
Replies: 2
Views: 968

sound attenuation and calculating max distance

given the attenuation value, can i find out the maximum distance the sound will be heard at (before stock engines will discard it and not bother starting it)?

i looked at the quake source, but honestly, i just got lost... it seems attenuation is limited to a number between 0-64 (0-63?), but that's ...
by necros
Mon Jan 04, 2010 3:38 am
Forum: General Discussion
Topic: Engine standards for mod compatibility
Replies: 231
Views: 549641

hey there,

i was linked here from func_, so i haven't read any of the posts. i'm just responding to the OP.

vital :

-map limits: i won't bother listing them all, but essentially, if i'm able to compile the map in aguirRe's tools, then it should be loadable.
i consider fitzquake to be adequate ...
by necros
Fri Oct 27, 2006 9:20 pm
Forum: QuakeC Programming
Topic: is the max progs.dat size 1mb?
Replies: 8
Views: 4479

:o

wow, thanks!! that info is very much appreciated! this is good news, since that means i'm not totally barred from continuing. I will be looking into different compilers and optimization options. cheers! ^_^