Search found 133 matches

by andrewj
Sat Dec 24, 2011 1:17 am
Forum: General Programming
Topic: Random level generator
Replies: 15
Views: 18219

Re: Random level generator

JasonX wrote:I see that, but how do i position this cuboids in the world?
In the code I posted, there are six coordinate variables:
lx : low x coordinate
ly : low y
lz : low z coordinate (bottom of cuboid)

hx : high x coordinate
hy : high y
hz : high z (top of cuboid)
by andrewj
Thu Dec 22, 2011 8:38 am
Forum: General Programming
Topic: Random level generator
Replies: 15
Views: 18219

Re: Random level generator

Prefabs seem like a complication, just write a solid brush for a solid spot and two brushes (floor and ceiling) for a clear spot.

The following code to write a cuboid brush into a file may be helpful:

void T_WriteBrush(brush_c *B)
{
fprintf(text_fp, " {\n");

int lx = VX(B->x);
int ly = VY(B ...
by andrewj
Thu Dec 22, 2011 1:46 am
Forum: Engine Programming
Topic: MD5 and Zip Libraries
Replies: 11
Views: 3248

Re: MD5 and Zip Libraries

By MD5 you mean the message digest algorithm (not the model format), right?

One place is in Quake3: code/qcommon/md5.c

I've written a C++ class for it:
http://edge.svn.sourceforge.net/viewvc/edge/trunk/edge/epi/math_md5.cc?revision=6497&content-type=text%2Fplain
http://edge.svn.sourceforge.net ...
by andrewj
Fri Dec 16, 2011 10:01 pm
Forum: QuakeC Programming
Topic: Quake [Glass]
Replies: 19
Views: 5700

Re: Quake [Glass]

frag.machine wrote:Poor man's fake glass: use a oriented sprite. Will work even in software DOSQuake.
Woah, I never knew Quake could do oriented sprites.

That means that grating or fence textures are actually possible in vanilla Quake.
by andrewj
Fri Dec 16, 2011 9:54 pm
Forum: General Programming
Topic: Embedding textures into existing HL BSP
Replies: 11
Views: 4514

Re: Embedding textures into existing HL BSP

HL BSP does not require textures to be in the BSP, they can be external referenced from WAD3 files.

I guess it depends on how the BSP you have were compiled, whether the textures are external or internal. If they are external, you should (in theory) just need to supply the different ones in a WAD3 ...
by andrewj
Wed Nov 23, 2011 3:24 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 462306

Re: Doom 3 engine release and game code

Man, the scripting language code (compiler and execution) looks familiar....... :wink:
by andrewj
Fri Nov 11, 2011 3:49 am
Forum: Mapping
Topic: lights in q3bsp
Replies: 14
Views: 5293

Re: lights in q3bsp

Spike wrote:you've 3 weeks after its release to at least double its speed, or I'm never trusting you again! :P
Hah, the gauntlet has been thrown :D
by andrewj
Fri Nov 11, 2011 3:45 am
Forum: OpenGL Programming
Topic: strange thing with vector macros
Replies: 11
Views: 20460

Re: strange thing with vector macros

you've mucked something else up, probably because the 'color' variable got modified by the VectorScale() call.
by andrewj
Fri Oct 21, 2011 3:52 am
Forum: QuakeC Programming
Topic: Limiting a vector?
Replies: 11
Views: 2836

Re: Limiting a vector?

Maybe something like this, find in RockThick() :

self.velocity = dir * 250

and change to:

self.velocity = self.velocity + dir * 25

Hmmm on second thought that wouldn't really do what you want, you would need to convert the 'dir' vector to angles and slowly turn the current angles -- which is ...
by andrewj
Thu Oct 20, 2011 10:48 am
Forum: QuakeC Programming
Topic: Darkplaces pointparticles() velocity issue.
Replies: 4
Views: 1654

Re: Darkplaces pointparticles() velocity issue.

My guess is that velocitymultiplier defaults to zero, hence your velocity parameter is effectly ignored. It moves in the Z direction due to velocityoffset which has 80 in the Z component.

Try adding the following line to the EffectInfo

Code: Select all

velocitymultiplier 1
by andrewj
Thu Jul 21, 2011 5:26 am
Forum: QuakeC Programming
Topic: Putting entities into stacks
Replies: 9
Views: 3090

I think by stack it means remembering the last 4 (for example) waypoints that the bot visited.

Something like these fields:

.entity lastway1;
.entity lastway2;
.entity lastway3;
.entity lastway4;


You can check if the bot has visited any of those places before to decide where to go next.

When ...
by andrewj
Wed Jul 06, 2011 8:33 am
Forum: QuakeC Programming
Topic: Using bitwise operations for boolean checks
Replies: 9
Views: 2612

Re: Using bitwise operations for boolean checks

OneManClan wrote:NO
This is pointless nitpicking, a waste of time, and won't really make that much difference
That.

It would save a bit of memory, but I doubt it will be any faster (it could even be slower due to extra bitmask operations).
by andrewj
Tue Jul 05, 2011 10:47 am
Forum: Modeling
Topic: 3DS Max
Replies: 4
Views: 3902

I think these are mainly SEO : make a site seem popular (to google etc) by adding links to it on lots of other sites.
by andrewj
Sun Jul 03, 2011 8:54 am
Forum: QuakeC Programming
Topic: The 'Bare Handed player' saga
Replies: 3
Views: 1948

Re: The 'Bare Handed player' saga

OneManClan wrote:OPTIONS
......
3. When a bare handed player is needed, make the code bypass the VWEP stuff
......
That's what I would do.

Find the mechanism used to attach a vwep to a model and unset the vwep when necessary. I have no idea what that mechanism is though -- perhaps it involves calling a builtin?
by andrewj
Wed Jun 22, 2011 11:58 am
Forum: Artificial Intelligence
Topic: Rebuilding Singleplayer AI
Replies: 11
Views: 20659

daemonicky wrote:
Spike wrote:Hexen2 actually has the client tell the server the light level where the player is.
Do You know where he gets it from?
Same way as entity lighting, by sampling the lightmap underneath via R_LightPoint()