hi,
I am messing around with "self.view" for making the player a little big "bigger", but it seems to screw the enemys ai...
what exactly need i change? Maybe something in monsters.qc?
Search found 80 matches
- Sun Jan 08, 2012 5:54 pm
- Forum: QuakeC Programming
- Topic: changing the players "sight"
- Replies: 2
- Views: 1104
- Sat Jan 07, 2012 4:01 pm
- Forum: QuakeC Programming
- Topic: sprites
- Replies: 2
- Views: 1038
Re: sprites
Nice video
I found a nice tutorial from Mexicouger for adding Muzzleflash to Quake:
http://augustine.forumotion.com/t102-tu ... to-weapons
I found a nice tutorial from Mexicouger for adding Muzzleflash to Quake:
http://augustine.forumotion.com/t102-tu ... to-weapons
- Sat Jan 07, 2012 12:02 pm
- Forum: General Discussion
- Topic: Hellsmash: QSR Beta 1c Released
- Replies: 8
- Views: 4054
Re: Hellsmash: QSR Beta 1c Released
Wow!
Downloaded the PSP version last night and cant stop playing xD
Good Work !!
Downloaded the PSP version last night and cant stop playing xD
Good Work !!
- Thu Jan 05, 2012 6:33 pm
- Forum: QuakeC Programming
- Topic: Firing animations
- Replies: 9
- Views: 1824
Re: Firing animations
where exactly in items.qc??
EDIT: looks like it is not working or i am to stupid lol...
EDIT: looks like it is not working or i am to stupid lol...
- Thu Jan 05, 2012 2:13 pm
- Forum: Tutorial Help
- Topic: [C&P Tutorial] Weapon System Overhaul
- Replies: 17
- Views: 33125
Re: [C&P Tutorial] Weapon System Overhaul
Nice one, but before i use this i have a question:
What is the exact limit for "Vanilla Quakes" weapons?
10 weapons or 11 weapons total?
What is the exact limit for "Vanilla Quakes" weapons?
10 weapons or 11 weapons total?
- Thu Jan 05, 2012 1:15 pm
- Forum: QuakeC Programming
- Topic: Firing animations
- Replies: 9
- Views: 1824
Re: Firing animations
sorry for bumping an old topic, but i got also a small problem with my animations.. All my guns have firing and reloading animations, and they work as they should, but with one problem: the reloading animations will stop when you pick up ammo and a new weapon... Does anybody know how i can disable i...
- Wed Jan 04, 2012 9:13 pm
- Forum: QuakeC Programming
- Topic: "cd play XX" when you die
- Replies: 4
- Views: 1315
Re: "cd play XX" when you die
thanks i will try it and tell you if it works
- Wed Jan 04, 2012 7:21 pm
- Forum: QuakeC Programming
- Topic: "cd play XX" when you die
- Replies: 4
- Views: 1315
"cd play XX" when you die
Hey there, I want my MOD playing an MP3 when you die in the singleplayer, not in multiplayer... Can i do this via QuakeC or do i need to mod the engine (PSP ProQuake)? The only music thing i have done so far is via "trigger_command" brushes on my map, and it changes the music when you ente...
- Wed Jan 04, 2012 2:01 am
- Forum: Engine Programming
- Topic: ProQuake 4.70 PSP Build
- Replies: 263
- Views: 62141
Re: ProQuake 4.70 PSP Build
no problem, real life goes first
It just was funny, i added a simple crate on my map, loaded it on the psp and started and then my psp crashed...
And i was like ... xD
It just was funny, i added a simple crate on my map, loaded it on the psp and started and then my psp crashed...
And i was like ... xD
- Wed Jan 04, 2012 12:58 am
- Forum: Engine Programming
- Topic: ProQuake 4.70 PSP Build
- Replies: 263
- Views: 62141
Re: ProQuake 4.70 PSP Build
Any chance to get the source or an eboot of your latest ProQuake build?
My mod runs fine so far, and i have fixed the mp3 playback, but the random crashing issue is getting annoying in 4.70..
My mod runs fine so far, and i have fixed the mp3 playback, but the random crashing issue is getting annoying in 4.70..
- Tue Jan 03, 2012 5:35 pm
- Forum: Mapping
- Topic: Q3 BSP to Q1 BSP?
- Replies: 6
- Views: 4746
Re: Q3 BSP to Q1 BSP?
Noesis works great for converting MD3 to MDL, i use that for converting some Quake 3 and Wolfenstein weapons to MDL, and it worked great.
- Tue Jan 03, 2012 11:02 am
- Forum: Gameplay & Design
- Topic: trigger_changelevel problem on the psp
- Replies: 7
- Views: 7197
Re: trigger_changelevel problem on the psp
Thanks, i got the problem solved (hopefully)
I fixed the MP3 issue myself in the ProQuake engine and in QC...
However, my mod is still random crashing when i try to fire a weapon on some maps on the PSP, and its getting frustrating.
I fixed the MP3 issue myself in the ProQuake engine and in QC...
However, my mod is still random crashing when i try to fire a weapon on some maps on the PSP, and its getting frustrating.
- Tue Dec 27, 2011 7:26 pm
- Forum: Engine Programming
- Topic: ProQuake 4.70 PSP Build
- Replies: 263
- Views: 62141
Re: ProQuake 4.70 PSP Build
adding a fake model tag into the Quake .mdl file. Sounds like MD3 ;) That would be much easier to do then animating the player AND the weapons... BTW: i just found another 2 "bugs" in ProQuake 4.70: When you are in ahlbsp map and load a q1bsp map some textures have a wrong palette, and my...
- Tue Dec 27, 2011 6:34 pm
- Forum: Engine Programming
- Topic: ProQuake 4.70 PSP Build
- Replies: 263
- Views: 62141
Re: ProQuake 4.70 PSP Build
well, i think i will wait for bakers new Proquake version then
- Mon Dec 26, 2011 9:05 pm
- Forum: Engine Programming
- Topic: ProQuake 4.70 PSP Build
- Replies: 263
- Views: 62141
Re: ProQuake 4.70 PSP Build
hmm ok...
I need to find another way...
NZP has something like VWEAP, but again - no source :/
I need to find another way...
NZP has something like VWEAP, but again - no source :/