Search found 170 matches

by DusterdooSmock
Fri Jan 20, 2012 2:36 am
Forum: QuakeC Programming
Topic: Select Singleplayer starts deathmatch with 5 bots?
Replies: 11
Views: 3295

Re: Select Singleplayer starts deathmatch with 5 bots?

Off the top of my head, this is similar to how I would attempt to do it through QuakeC..


float num_bots; //The number of bots that were added to the game.
float bot_add; //The time the game waits before adding another bot.

void() setup_singleplayer_deathmatch =
{
localcmd("deathmatch 1\n ...
by DusterdooSmock
Thu Jan 19, 2012 8:40 pm
Forum: Modeling
Topic: Modeller Wanter (Is this allowed?)
Replies: 62
Views: 47169

Re: Modeller Wanter (Is this allowed?)

lack of dedication? i let rage die because
1: psp cannot handle massive maps (quake engine)
2: negative feedback
and
3: i was a noob :P

The PSP can EASILY handle big maps, your mappers just have to know what they're doing. And as for negative feedback, it only happened because you didn't take ...
by DusterdooSmock
Fri Jan 13, 2012 9:17 pm
Forum: QuakeC Programming
Topic: Reloading in Vanilla Quake with Animations?
Replies: 10
Views: 2719

Re: Reloading in Vanilla Quake with Animations?

thanks, i will try it, finally something i can use ;)

My little mod will have pickupable items like original Quake (ammo, weapons etc..), and everytime i reload and pick up ammo some seconds later the animations will stop...
But i think your post will help me :D

No problem, but you may also want ...
by DusterdooSmock
Fri Jan 13, 2012 9:10 pm
Forum: Modeling
Topic: Modeller Wanter (Is this allowed?)
Replies: 62
Views: 47169

Re: Modeller Wanter (Is this allowed?)

nope im only currently working on one project

You're not going to find a modeler here. (Good) Modelers are hard to come by now, and your best bet would be to pick yourself up a copy of Blender 3D, and learn how to use it yourself (That's what I did). The guys who have spoken before me are right ...
by DusterdooSmock
Fri Jan 13, 2012 9:03 pm
Forum: QuakeC Programming
Topic: Reloading in Vanilla Quake with Animations?
Replies: 10
Views: 2719

Re: Reloading in Vanilla Quake with Animations?

Nice..

BTW: Do you have problems when picking up ammo or new weapons?
My reloading animations are stopping when i picking up ammo and i still dont know how i can fix this the easy way xD

You would have to use a "reload_time" float or something similar.


.float reload_time;


Then each time ...
by DusterdooSmock
Fri Jan 13, 2012 8:39 pm
Forum: QuakeC Programming
Topic: Reloading in Vanilla Quake with Animations?
Replies: 10
Views: 2719

Re: Reloading in Vanilla Quake with Animations?

i should really learn quake animation macro's i just dont like them.

There is actually a simpler way to use Quake's animation macros...


$frame reload1 reload2

void() player_reload1 = [$reload1, player_reload2] {self.weaponframe = 10;}; //Replace 10 with your start frame.
void() player_reload2 ...
by DusterdooSmock
Tue Dec 27, 2011 6:59 pm
Forum: Mapping
Topic: Q3 BSP to Q1 BSP?
Replies: 6
Views: 5573

Re: Q3 BSP to Q1 BSP?

Thanks for the help guys. I'd ask for the source(s), but knowing the person who made the mod, he probably didn't keep any sources as usual..
by DusterdooSmock
Tue Dec 27, 2011 12:41 am
Forum: Mapping
Topic: Q3 BSP to Q1 BSP?
Replies: 6
Views: 5573

Q3 BSP to Q1 BSP?

Is there any way to convert Quake 3 BSPs to Quake 1 BSPs?
And the same for MD3s..
I'm interested in this because I'm trying to port a Quake 3 mod to Quake 1 for fun.
by DusterdooSmock
Tue Dec 13, 2011 8:34 pm
Forum: QuakeC Programming
Topic: Menu Option To download from a server
Replies: 8
Views: 2155

Re: Menu Option To download from a server

how could i code in a button in the menu to download lets say an update from a server?

Like I said before, start from the beginning. Get a good, solid programming foundation before you try to accomplish complex tasks. Coding an "update" button would either require large amounts of engine ...
by DusterdooSmock
Sat Dec 03, 2011 4:57 pm
Forum: QuakeC Programming
Topic: Help Needed With Reloading Code
Replies: 4
Views: 1608

Re: Help Needed With Reloading Code

hey seven can you write a complete nOOb guide for me to add reloading code it would be much appreciated
You're gonna have to start from the beginning.. You can't just jump in and copy and paste stuff from a tutorial or other people's work..
You need to get yourself a copy of ID's stock QC base and ...
by DusterdooSmock
Wed Nov 30, 2011 1:11 am
Forum: Engine Programming
Topic: Stuffcmd Sound Fade
Replies: 8
Views: 1947

Re: Stuffcmd Sound Fade

leileilol wrote:But LOCAL sounds! Like say, death beep, hit noise or something
O_O How did you know? Both of those are exactly what I was using it for.. :O Lol.
by DusterdooSmock
Sun Nov 27, 2011 5:55 pm
Forum: Engine Programming
Topic: Stuffcmd Sound Fade
Replies: 8
Views: 1947

Re: Stuffcmd Sound Fade

Thank you. :D I took a look in the Darkplaces source and found the "play2" command, then edited the "play" command in my engine so that the attenuation was 0 aswell, and it works. I wonder why ID put attenuation on stuffcmd sounds in the first place.. :?
by DusterdooSmock
Sun Nov 27, 2011 3:17 am
Forum: Engine Programming
Topic: Stuffcmd Sound Fade
Replies: 8
Views: 1947

Stuffcmd Sound Fade

I've noticed that when playing sounds via stuffcmd, if you turn either to the left or to the right of the direction that you were originally facing, the sound starts to fade..
I was wondering if anyone has come up with a way to prevent this from happening, so that the sound plays at a constant ...
by DusterdooSmock
Wed Nov 09, 2011 4:17 am
Forum: QuakeC Programming
Topic: Rewriting Quake's player animation code..
Replies: 4
Views: 2312

Re: Rewriting Quake's player animation code..

DolphinsOfCydonia wrote:3)
self.anim_time = (self.anim_time + 0.1);
This is broken.
self.anim_time = time + 0.1;
Assuming that 0.1 is actually the frame increment time.
That solved issue #2... i think i accidentally did that when i was revising the code...
by DusterdooSmock
Wed Nov 09, 2011 2:47 am
Forum: QuakeC Programming
Topic: Rewriting Quake's player animation code..
Replies: 4
Views: 2312

Re: Rewriting Quake's player animation code..

I'm trying to get it to finish the animation if it has already been started, even if the velocity is zero.

Like this:
if(self.velocity_x)
{
//existing code
}
else
{
if(self.frame > than a certain frame)
finish the animation
else
stop the animation
}

So that way if the player stops, he doesn't ...