Search found 54 matches

by Hazematman
Thu Oct 14, 2010 12:12 am
Forum: QuakeC Programming
Topic: endless enemy spawn
Replies: 25
Views: 6524

Ok so I'm not very good with qc right now so it would help a lot if you guys tell me what the names of the functions I need to put in but right now I'm guessing I'm going to have to do something like this:


if(self.health <= 0) // or if(zombie_die == true) something like that :)
{
create monster ...
by Hazematman
Wed Oct 13, 2010 7:36 pm
Forum: QuakeC Programming
Topic: endless enemy spawn
Replies: 25
Views: 6524

Well I only solved half my problem. I'm trying to make a small mod where you fight and endless onslaught of zombies. I manged to make it so you did not need to use a rocket to kill zombies, by removing zombie_pain from zombie.qc, but now I need to make a zombie spawn that sends a new zombie after ...
by Hazematman
Tue Oct 12, 2010 11:30 pm
Forum: QuakeC Programming
Topic: endless enemy spawn
Replies: 25
Views: 6524

endless enemy spawn

how would I make an endless enemy spawn?

edit: forgot about zombie thing my idea worked
by Hazematman
Sun Oct 10, 2010 4:28 pm
Forum: Engine Programming
Topic: compiling darkplaces
Replies: 11
Views: 2838

Ok, then how would I set it to compile as c and not c++?

edit: I went to properties, c/c++, advance and I changed it from c++ to c and I still get the same errors.
by Hazematman
Sun Oct 10, 2010 2:47 am
Forum: Modeling
Topic: iqm in blender 2.49
Replies: 1
Views: 2268

iqm in blender 2.49

I have been screwing around with the iqm export in blender with no luck, in loading it to darkplaces. Could someone right a quick/small tutorial on how to export an iqm with blender 2.49?
by Hazematman
Sun Oct 10, 2010 1:01 am
Forum: Engine Programming
Topic: compiling darkplaces
Replies: 11
Views: 2838

I compiled darkplaces with direct x sdk February 2010 and I get these three errors


1>model_alias.obj : error LNK2019: unresolved external symbol "void __cdecl Mod_Skeletal_AnimateVertices_Generic(struct model_s const * __restrict,struct frameblend_s const * __restrict,struct skeleton_s const ...
by Hazematman
Fri Oct 08, 2010 6:31 pm
Forum: Engine Programming
Topic: compiling darkplaces
Replies: 11
Views: 2838

compiling darkplaces

when I tried compiling the newest version of dark places engine, I get a couple of errors saying I'm missing files like dsound.h and d3dx9.h. Im guessing these are part of the direct x sdk, which version of direct x sdk do I download?
by Hazematman
Fri Oct 08, 2010 3:08 pm
Forum: General Discussion
Topic: dark places bump and gloss
Replies: 2
Views: 1181

dark places bump and gloss

I was reading up on dark places and it says that there is bump and gloss mapping for textures and I was just wondering how would I set it up if I wanted to make a model have bump or gloss map?

edit: also what would be a good model format to use in dark places?
by Hazematman
Mon Aug 02, 2010 5:56 pm
Forum: Engine Programming
Topic: hud translucent
Replies: 61
Views: 11583

hud translucent

does standard glquake have support for translucent textures for the hud?

if so, how would I make it draw a translucent picture?

if not, does anyone know how to add it and could try to help me with it?
by Hazematman
Mon Aug 02, 2010 3:33 pm
Forum: Engine Programming
Topic: hud image scaling
Replies: 7
Views: 1519

I'm no expert at the quake source code but to make a scale_pic function I would copy the draw_pic function in gl_draw.c:


/*
=============
Draw_Pic
=============
*/
void Draw_Pic (int x, int y, qpic_t *pic)
{
byte *dest, *source;
unsigned short *pusdest;
int v, u;
glpic_t *gl;

if (scrap ...
by Hazematman
Mon Aug 02, 2010 2:40 pm
Forum: Engine Programming
Topic: hud image scaling
Replies: 7
Views: 1519

how exactly would I do the scaling? for my draw pic I have this
Draw_TransPic(0, 0, Draw_CachePic("gfx/hud.lmp"));

so I'm guessing I would have to do something like this:
Draw_TransPic(0, 0, Draw_CachePic("gfx/hud.lmp"));
Scale("gfx/hud.imp")vid.width+vid.height;


but that is not working.
by Hazematman
Mon Aug 02, 2010 4:13 am
Forum: Engine Programming
Topic: hud image scaling
Replies: 7
Views: 1519

hud image scaling

when I run my game in 640x400 it looks like this:

http://img440.imageshack.us/img440/4182/hud640.png

but when I run my game in 1024x768 the hud looks like this:

http://img15.imageshack.us/img15/3921/hud1024.png

the image size is 640x400.

is there someway I can tell it to scale the image to ...
by Hazematman
Wed Jul 21, 2010 9:13 pm
Forum: Engine Programming
Topic: Quake hud tutorials
Replies: 10
Views: 2611

Ok I guess il do that and get a good understanding on how the hud works.
by Hazematman
Wed Jul 21, 2010 9:05 pm
Forum: Engine Programming
Topic: Quake hud tutorials
Replies: 10
Views: 2611

Quake hud tutorials

Does anyone know any good tutorials to get someone started on making a new hud for quake?
by Hazematman
Wed Jul 21, 2010 4:52 am
Forum: Engine Programming
Topic: help compiling quakeGX Wii
Replies: 16
Views: 4154

thanks, I didn't notice that its at version 11 I have version 0.05 so il guess il try out 11 and see how good it is.