Search found 33 matches

by mrmmaclean
Fri Oct 15, 2010 3:21 pm
Forum: Modeling
Topic: How do 3rd person weapon models work? (noob)
Replies: 20
Views: 9078

leileilol, you are a freaking champion! Thank you so much for the info and ideas!

edit: I was thinking of doing the weapon frames to match the model animation but I didn't realize it would be as simple as using follow. The actual animating and exporting on the other hand... ughhh. But I knew the ...
by mrmmaclean
Fri Oct 15, 2010 1:29 am
Forum: Modeling
Topic: How do 3rd person weapon models work? (noob)
Replies: 20
Views: 9078

How do 3rd person weapon models work? (noob)

Is there a point on the model where they attach and animate accordingly? Or do they simply not even change? Or do they all reside in the player mdl?

I have no idea! If someone could help a noob out and break it down for me, I would be very happy.
by mrmmaclean
Wed Oct 06, 2010 10:24 pm
Forum: QuakeC Programming
Topic: Random Functions that People Might Find Useful!!!
Replies: 7
Views: 1910

Spike, thanks for the info on fteqcc. I've been using it for compiling but haven't really looked into documentation that much (oops) and those features totally slipped under my radar!
by mrmmaclean
Mon Oct 04, 2010 5:36 pm
Forum: Engine Programming
Topic: qbismSuper8 alpha 091910 update
Replies: 20
Views: 4735

I'm with Baker. This is great stuff and you're awesome for being so open with it! :D
by mrmmaclean
Fri Oct 01, 2010 8:17 pm
Forum: Engine Programming
Topic: qbismSuper8 alpha 091910 update
Replies: 20
Views: 4735

I get around 27-30 fps in Flash with a debug build. Not much more with a release build. I capped mine at 24 since that's where flex framework projects tend to play the nicest.

Getting ANYTHING to run in Flash at a solid 60 fps is rare. Basically there has to be nothing happening at all. Alchemy ...
by mrmmaclean
Sun Sep 26, 2010 2:09 am
Forum: Engine Programming
Topic: Engine X 4.62 Beta
Replies: 45
Views: 13498

Great stuff, Baker. Will try!
by mrmmaclean
Mon Sep 20, 2010 8:16 pm
Forum: Engine Programming
Topic: qbismSuper8 alpha 091910 update
Replies: 20
Views: 4735

Nice, thanks! :D
by mrmmaclean
Thu Sep 16, 2010 2:39 am
Forum: Engine Programming
Topic: qbismSuper8 alpha 061410 released
Replies: 39
Views: 9814

Ahhh, gotcha. Thanks Baker. I still have yet soooo much to learn!
by mrmmaclean
Wed Sep 15, 2010 11:43 pm
Forum: Engine Programming
Topic: qbismSuper8 alpha 061410 released
Replies: 39
Views: 9814

The warning was given for a reason, you know... What you did was tell the compiler to just shut up and accept the wrong arguments, which end up as, effectively, undefined garbage (an integer passed as a string address, for example)!

I'm not sure if this is directed towards me since the (const ...
by mrmmaclean
Wed Sep 15, 2010 1:13 am
Forum: Engine Programming
Topic: qbismSuper8 alpha 061410 released
Replies: 39
Views: 9814

What it REALLY should be is Q_snprintfz Q_snprintfz (pathname, sizeof(pathname), "gfx/env/%s%s.pcx\0", skyname, suf[r_skysideimage[i]]);

Yeah, and I should check qbism site occaisionally :)

Nice, thanks! I'm pretty new to C/C++ in general and web reference tends to lump them together a lot ...
by mrmmaclean
Tue Sep 14, 2010 7:52 pm
Forum: Engine Programming
Topic: qbismSuper8 alpha 061410 released
Replies: 39
Views: 9814

My thoughts exactly. Basically, the (const char *) is needed to stop Adobe Alchemy from throwing a warning but makes the function just not work... doesn't sound like a good trade off to me.
by mrmmaclean
Tue Sep 14, 2010 2:44 am
Forum: Engine Programming
Topic: qbismSuper8 alpha 061410 released
Replies: 39
Views: 9814

Solved! I simply replaced:
sprintf (pathname, (const char *)sizeof(pathname), "gfx/env/%s%s.pcx\0", skyname, suf[r_skysideimage[i]]);

in r_sky.c with this:
snprintf (pathname, sizeof(pathname), "gfx/env/%s%s.pcx", skyname, suf[r_skysideimage[i]]);

Seems to work fine and hopefully won't break ...
by mrmmaclean
Mon Sep 06, 2010 9:23 pm
Forum: Engine Programming
Topic: qbismSuper8 alpha 061410 released
Replies: 39
Views: 9814

Still the same result, sadly. "Couldn't load" in the Flash trace and simply crashing the Windows version.

I did the same with some of the Kothic skyboxes, applying the quake palette and converting to pcx (shortening filenames when necessary just in case).
by mrmmaclean
Mon Sep 06, 2010 5:09 am
Forum: Engine Programming
Topic: qbismSuper8 alpha 061410 released
Replies: 39
Views: 9814

Well, I take back my apology then! 8)

This is pretty much a copy and paste from the qbism forum (which sadly doesn't get too much action) but I have a (possibly very newby) question: How do I use a skybox in this port???

In the Flash version, I put the 6 pcx files in gfx/env of pak0.pak and all I ...
by mrmmaclean
Sun Sep 05, 2010 10:24 pm
Forum: Engine Programming
Topic: qbismSuper8 alpha 061410 released
Replies: 39
Views: 9814

This seriously rules :D

EDIT: Oops! Sorry for the inconsequential bump on a kinda old thread...