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 ...
Search found 170 matches
- Fri Jan 20, 2012 2:36 am
- Forum: QuakeC Programming
- Topic: Select Singleplayer starts deathmatch with 5 bots?
- Replies: 11
- Views: 3295
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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..
- 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.
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.
- 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 ...
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 ...
- 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 ...
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 ...
- Wed Nov 30, 2011 1:11 am
- Forum: Engine Programming
- Topic: Stuffcmd Sound Fade
- Replies: 8
- Views: 1947
Re: Stuffcmd Sound Fade
O_O How did you know? Both of those are exactly what I was using it for..leileilol wrote:But LOCAL sounds! Like say, death beep, hit noise or something
- Sun Nov 27, 2011 5:55 pm
- Forum: Engine Programming
- Topic: Stuffcmd Sound Fade
- Replies: 8
- Views: 1947
Re: Stuffcmd Sound Fade
Thank you.
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.. :?
- 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 ...
I was wondering if anyone has come up with a way to prevent this from happening, so that the sound plays at a constant ...
- 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..
That solved issue #2... i think i accidentally did that when i was revising the 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.
- 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 ...
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 ...