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 ...
Search found 77 matches
- Fri May 20, 2011 10:49 pm
- Forum: QuakeC Programming
- Topic: 3 Traclines, 1 Entity
- Replies: 3
- Views: 1210
- Mon May 16, 2011 9:40 pm
- Forum: Artificial Intelligence
- Topic: Runaway loop error annoyance...
- Replies: 12
- Views: 19782
- 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 ...
also, this just occured to me, but if you have a func_illusionary with a lot of 'spiky' bits, you should probably cover the ...
- Tue Mar 01, 2011 10:32 pm
- Forum: Mapping
- Topic: Max Clipnodes limit 32767
- Replies: 10
- Views: 4166
- Sun Feb 27, 2011 6:53 am
- Forum: QuakeC Programming
- Topic: make monster attack a entity
- Replies: 5
- Views: 2051
- Sun Feb 27, 2011 6:48 am
- Forum: QuakeC Programming
- Topic: Programming a rhythmic increase/decrease of a value
- Replies: 11
- Views: 2857
- 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 ...
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 ...
- 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 ...
of course, even that will not ...
- 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 ...
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 ...
- Wed Aug 18, 2010 1:46 am
- Forum: QuakeC Programming
- Topic: Additional animation for player models
- Replies: 8
- Views: 2433
- 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
- Tue Apr 27, 2010 5:49 pm
- Forum: QuakeC Programming
- Topic: ef_dimlight
- Replies: 5
- Views: 1274
- 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 ...
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 ...
- Mon Jan 04, 2010 3:38 am
- Forum: General Discussion
- Topic: Engine standards for mod compatibility
- Replies: 231
- Views: 549641
- 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! ^_^