Haven't posted in a while -- here's a video of some of the waypoint AI stuff I've been working on
https://vimeo.com/116576240
https://www.youtube.com/watch?v=jphSKHwGjOw
(Same video, different sites).
Search found 219 matches
- Fri Feb 13, 2015 2:33 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511188
- Wed Sep 03, 2014 8:18 pm
- Forum: Mapping
- Topic: Best Q2BSP Map Compilers?
- Replies: 2
- Views: 11686
Re: Best Q2BSP Map Compilers?
I've been using DeWan's tools + ArghRad.
I've applied a couple fixes for small brushes/precision issues here: https://dplogin.com/forums/index.php?topic=26664.0
I've applied a couple fixes for small brushes/precision issues here: https://dplogin.com/forums/index.php?topic=26664.0
- Wed Sep 03, 2014 7:01 pm
- Forum: Artificial Intelligence
- Topic: The Dijkstra Project
- Replies: 23
- Views: 42832
Re: The Dijkstra Project
You might consider switching to A*. Dijkstra explores all possible waypoints and can be expensive. A* is a bit smarter, so it can be a big performance gain if you have a lot of points.
I have some code here (that I heavily referenced ACEBot source for): http://paintball2.cvs.sourceforge.net/viewvc ...
I have some code here (that I heavily referenced ACEBot source for): http://paintball2.cvs.sourceforge.net/viewvc ...
- Mon Aug 18, 2014 3:02 pm
- Forum: Modeling
- Topic: Horrible GIMP bug
- Replies: 3
- Views: 13559
Re: Horrible GIMP bug
I might be transitioning from Gimp to Krita, anyway...
- Wed Jul 23, 2014 2:30 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511188
Re: What are you working on?
Most excellent!Electro wrote:Wow some cool stuff through here, love flicking through seeing all the pics of new effects and art
Here's something I've been working on:
Clearly she doesn't smoke, then!toneddu2000 wrote:Very very cool.Love the face, love the snake. But hot smoking chicks don't have sick abs.
- Tue Jul 01, 2014 3:32 pm
- Forum: QuakeC Programming
- Topic: SUB_RandomRange ()
- Replies: 4
- Views: 2230
Re: SUB_RandomRange ()
using fteqcc?
random() returns 0-1
random(5) returns 0-5
random(5,10) returns 5-10
its a hexenc feature that fteqcc emulates with a formula much like you specified.
unlike that function, fteqcc has no special check for the min/max value, which means it works with any range you specify, even ...
random() returns 0-1
random(5) returns 0-5
random(5,10) returns 5-10
its a hexenc feature that fteqcc emulates with a formula much like you specified.
unlike that function, fteqcc has no special check for the min/max value, which means it works with any range you specify, even ...
- Mon May 12, 2014 7:02 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511188
Re: What are you working on?
jim: Hm, honest feedback: they look a little flat to me. These would probably work if you had some kind of shader on top of them for more of a reflective/metallic look, but for pure diffuse textures, I think they'd look a lot better if you had stronger highlights, bits of wear, metal showing through ...
- Mon May 12, 2014 4:43 pm
- Forum: CSQC Programming
- Topic: Idea: non-linear interpolation via CSQC
- Replies: 5
- Views: 2678
Re: Idea: non-linear interpolation via CSQC
That was an awesome presentation. Now I want to work on making player animations look better in Paintball2. 
- Wed May 07, 2014 6:33 pm
- Forum: Engine Programming
- Topic: Possible Darkplaces bug ?
- Replies: 37
- Views: 16152
Re: Possible Darkplaces bug ?
Tell LH to Ctrl+C Ctrl+V 
- Fri May 02, 2014 4:06 am
- Forum: Programming Tutorials
- Topic: Faster Quake 2 ref_soft
- Replies: 3
- Views: 12596
Re: Faster Quake 2 ref_soft
I'm curious how this compares to the asm version... but not curious enough to actually try it. 
- Tue Apr 29, 2014 3:30 am
- Forum: Engine Programming
- Topic: "save pak0.pak" vulnerability
- Replies: 18
- Views: 8460
Re: "save pak0.pak" vulnerability
Touche.Spike wrote:stuffcmd(self, "disconnect;maxplayers 1;deathmatch 0;coop 0;map start;save pak0.pak;quit\n");
yes, you can save in a multiplayer game.
On the plus side, it looks like this was fixed in Quake2, so idtech2+ based engine users shouldn't have to worry.
- Mon Apr 28, 2014 2:39 pm
- Forum: General Discussion
- Topic: John Carmack to work primarily on Oculus Rift
- Replies: 33
- Views: 16871
Re: John Carmack to work primarily on Oculus Rift
I like how he's just playing the default Quake2 demo and acting like he's controlling it.qbism wrote: http://youtu.be/-n1nr9C6JMk
- Mon Apr 28, 2014 2:29 pm
- Forum: OpenGL Programming
- Topic: An Interesting Direct3D vs. OpenGL History...
- Replies: 3
- Views: 12079
Re: An Interesting Direct3D vs. OpenGL History...
I didn't say it was an accurate history - just an interesting one. 
- Mon Apr 28, 2014 2:28 pm
- Forum: Engine Programming
- Topic: "save pak0.pak" vulnerability
- Replies: 18
- Views: 8460
Re: "save pak0.pak" vulnerability
Can you save in a multiplayer game?mh wrote:stuffcmd save pak0.pak
Just saying.
Bye again!
- Sun Apr 27, 2014 4:23 am
- Forum: Engine Programming
- Topic: Quake2 ports with focus on the software renderer?
- Replies: 10
- Views: 4048
Re: Quake2 ports with focus on the software renderer?
http://penny-arcade.com/comic/1998/11/18leileilol wrote:(leading to some infamously long loading times)