Search found 80 matches

by dr_mabuse
Fri Jan 20, 2012 5:46 pm
Forum: QuakeC Programming
Topic: Select Singleplayer starts deathmatch with 5 bots?
Replies: 11
Views: 3294

Re: Select Singleplayer starts deathmatch with 5 bots?

thanks for the tipps guys.
i will try to put this into my own personal psp quake i made 2 months ago (just a normal quake based on qcv1.06, with bots added, better weaponmodels and TONS of multiplayer maps)..
I mostly play Quake in classic deathmatch with frikbots, and they are a real challenge xD ...
by dr_mabuse
Fri Jan 20, 2012 2:13 pm
Forum: Engine Programming
Topic: ProQuake 4.70 PSP Build
Replies: 263
Views: 77450

Re: ProQuake 4.70 PSP Build

You are going too much offtopic :lol: :lol: :lol:

I found another strange bug in ProQuake 4.70 PSP:

http://amphedia.untergrund.net/pics/texture.jpg

This enemy is a normal Quake MDL, textured and it looks normal on the PC with any Quakeclient, but not on the PSP.
All maps are in HLBSP format ...
by dr_mabuse
Fri Jan 20, 2012 1:01 am
Forum: QuakeC Programming
Topic: Select Singleplayer starts deathmatch with 5 bots?
Replies: 11
Views: 3294

Re: Select Singleplayer starts deathmatch with 5 bots?

can you look how they did that?
I think its done via client.qc with some stuffcmds, but i may wrong.
by dr_mabuse
Thu Jan 19, 2012 3:41 pm
Forum: QuakeC Programming
Topic: Select Singleplayer starts deathmatch with 5 bots?
Replies: 11
Views: 3294

Re: Select Singleplayer starts deathmatch with 5 bots?

oh sorry, forgot the link xD

http://forums.qj.net/psp-development-fo ... de-r4.html

It looks like its based on the Kurok engine...
by dr_mabuse
Thu Jan 19, 2012 12:25 pm
Forum: QuakeC Programming
Topic: player spawning with mass gravity
Replies: 14
Views: 3528

Re: player spawning with mass gravity

In Worldcraft / Hammer just place a trigger command brush where your players start and insert your command there..
Should do the trick.
by dr_mabuse
Wed Jan 18, 2012 8:14 pm
Forum: QuakeC Programming
Topic: Demos on the map
Replies: 9
Views: 2518

Re: Demos on the map

thanks, this looks nice...
I will try to use this in my little mod :)

edit: backed the code into my mod and it works, thanks :)
This is just awesome.
by dr_mabuse
Wed Jan 18, 2012 7:46 pm
Forum: QuakeC Programming
Topic: Select Singleplayer starts deathmatch with 5 bots?
Replies: 11
Views: 3294

Select Singleplayer starts deathmatch with 5 bots?

Hi,

Maybe you know the Quake mod "Quake Arena Arcade" on the PSP, and if you press Singleplayer you will be redirected to deathmatch with 6 bots connected, and after 10 (or 20) frags it goes to the nex (or random) deathmatch map and it looks like it is done in qc...
Can anybody tell me how they did ...
by dr_mabuse
Wed Jan 18, 2012 5:33 pm
Forum: QuakeC Programming
Topic: Demos on the map
Replies: 9
Views: 2518

Re: Demos on the map

so, lets say i trigger a demo at the end of my E1M1 custom-map and the demo is finished with playing, i will directly go to E1M2 (or any map i assigned to my changelevel trigger)?
by dr_mabuse
Wed Jan 18, 2012 10:12 am
Forum: Modeling
Topic: Modeller Wanter (Is this allowed?)
Replies: 62
Views: 47164

Re: Modeller Wanter (Is this allowed?)

thommoboy wrote: 1: psp cannot handle massive maps (quake engine)
1: wrong, it can... You never played the Singleplayermaps of Quake?
My PSP Game can even run this big badass map (HLBSP) without problems:
http://amphedia.untergrund.net/pics/overview.jpg
and i am using ProQuake on the PSP ..
by dr_mabuse
Tue Jan 17, 2012 5:44 pm
Forum: QuakeC Programming
Topic: Demos on the map
Replies: 9
Views: 2518

Re: Demos on the map

Is that from the Quake mod "Zerstörer"?
Thats the only mod i know with ingame cutscenes...
by dr_mabuse
Fri Jan 13, 2012 9:11 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
by dr_mabuse
Fri Jan 13, 2012 8:51 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
by dr_mabuse
Fri Jan 13, 2012 2:42 pm
Forum: QuakeC Programming
Topic: Reloading in Vanilla Quake with Animations?
Replies: 10
Views: 2719

Re: Reloading in Vanilla Quake with Animations?

Mine looks like this:

The kar98k reloading animations starts at Frame 4 and ends at frame 17...
And yes, the code looks like a mess...


void() player_rkar98k1 = [$stand1, player_rkar98k2 ] {self.nextthink = time + 0.15; self.weaponframe=4;};
void() player_rkar98k2 = [$stand2, player_rkar98k3 ...
by dr_mabuse
Sun Jan 08, 2012 10:44 pm
Forum: QuakeC Programming
Topic: changing the players "sight"
Replies: 2
Views: 1441

Re: changing the players "sight"

yes, it works this way, but my enemys wont attack me anymore and i dont know why lol.

EDIT: ok found the problem, messed up the self.view_ofs in monsters.qc ...