Search found 237 matches

by behind_you
Mon Jun 20, 2011 8:29 am
Forum: Artificial Intelligence
Topic: Rebuilding Singleplayer AI
Replies: 11
Views: 20659

Rebuilding Singleplayer AI

At it's best, Quake's AI is crap. Here's a list of reasons why I think this is:

1- Stupid engine function CheckClient(); only allows for monster vs human battles.
2- Movetogoal and Walkmove cause stupid zigzag motion.
3- They're deaf.
4- They're blind. AI codes attempts to mimick vision by using ...
by behind_you
Mon Jun 20, 2011 8:16 am
Forum: Engine Programming
Topic: Any other csqc's?
Replies: 17
Views: 4836

Thanks everyone!Any others?

Seriously because csqc is such a hush hush topic, so i want as much help as i can :/
by behind_you
Mon Jun 20, 2011 8:11 am
Forum: QuakeC Programming
Topic: Tutorial: Unlimited Parms! (well, sort of)
Replies: 2
Views: 1457

Tutorial: Unlimited Parms! (well, sort of)

Ok I am about to explain how to write your floats before loading a new level. Then after you spawn in the new level, you will read the floats that you just wrote. So in the end, this allows for infinite parms!! Cool, huh?

In this tutorial I show how to save 3 floats, your angles(a vector), and your ...
by behind_you
Mon Jun 20, 2011 8:06 am
Forum: QuakeC Programming
Topic: Advanced Monsters
Replies: 10
Views: 3146

You got some creative things there. Nice job. The idlescale thing is odd, though
by behind_you
Mon Jun 20, 2011 7:59 am
Forum: General Discussion
Topic: Release of INCAS vs PHARAOHS
Replies: 4
Views: 3032

Screenshot looks great! I really like the concept of the game.

I cannot download it now since 13 mb is too much for my internet (FML) but I really want to try it. Does it come with the source?
by behind_you
Mon Jun 20, 2011 7:46 am
Forum: QuakeC Programming
Topic: Snippet
Replies: 24
Views: 8669

Ok, this code makes a traceline. that traceline will hit the wall in front of you, and change your angles to the wall's angles. AKA do this, then when you fire your weapon, the bullet will travel parallel to the wall. I'm using this code for AI navigation, but it can be put to other uses as well ...
by behind_you
Mon Jun 20, 2011 7:27 am
Forum: QuakeC Programming
Topic: Multiplayer variables that pass on server
Replies: 2
Views: 1256

why don't you register a cvar to use? of if you aren't using an engine capable of that, use one of quake's extra cvars?

or if you can, FRIK_FILE it.
by behind_you
Wed Jun 15, 2011 9:20 am
Forum: QuakeC Programming
Topic: returning angles in different ways
Replies: 5
Views: 1859

Not sure if this is what spike means but quadrants are what you get when you divide the circle into 4 parts, eg 0-90, 90-180 and so on. What quadrant is called what might differ on context so I won't mention that.

i remember this in math class. thanks spirit.

So i guess there's no type of ...
by behind_you
Wed Jun 15, 2011 9:10 am
Forum: QuakeC Programming
Topic: hammer time!! (actually, noob time)
Replies: 7
Views: 2246

hammer time!! (actually, noob time)

okay, just got a few questions that are really driving me nuts.

1- whats the difference between a void() and a function()? I use voids all the time, and every once in a while the compiler spits out errors to me saying i need a function() instead of a void(). i change it, everything is fine after ...
by behind_you
Wed Jun 15, 2011 8:38 am
Forum: General Discussion
Topic: Mod Request - Mapper-friendly mod with darkplaces features
Replies: 39
Views: 11651

LordHavoc wrote:Except that no engine implements transparency of this type on mdl, least of all stock Quake.
Yeah, I just tested it and it didn't work. My bad.

I'll upload my light bulbs when i finish them.
by behind_you
Wed Jun 15, 2011 7:43 am
Forum: Engine Programming
Topic: Any other csqc's?
Replies: 17
Views: 4836

alright i'll be waiting!
by behind_you
Wed Jun 15, 2011 7:38 am
Forum: QuakeC Programming
Topic: boning my models
Replies: 15
Views: 4640

toneddu2000 wrote:I'm glad you make it work! What you're making is a big step forward for the inside3d and quakec community
Thanks alot! Sending the entity through to csqc is my next big step.
by behind_you
Wed Jun 15, 2011 7:19 am
Forum: General Discussion
Topic: Where'd everyone go?
Replies: 10
Views: 4543

I'm behind_you
by behind_you
Wed Jun 15, 2011 6:51 am
Forum: General Discussion
Topic: Mod Request - Mapper-friendly mod with darkplaces features
Replies: 39
Views: 11651

The frame method, to me, is superior because that would work in regular Quake. Where as transparent skins simply don't exist in normal Quake. At the start of the thread LordHavoc himself said that the mod should work without darkplaces as best it can

Well, you actually can. Just bake in another ...