glad to see you here again CHIP
q1bsp is VERY powerfull nowadays, with bsp2 you can get a lot of new features!!
EVEN DELUXEMAPPING WITH FTE!!!
http://ericwa.github.io/tyrutils-ericw/
Search found 495 matches
- Sun Apr 02, 2017 6:45 am
- Forum: General Discussion
- Topic: I'd like to return to Quake
- Replies: 13
- Views: 11465
- Sun Apr 02, 2017 5:46 am
- Forum: Project Showcase
- Topic: [Darkplaces][released] The Mansion 182
- Replies: 9
- Views: 5709
Re: [Darkplaces][released] The Mansion 182
Have you considered to create hud and menu sdirectly in CSQC? i didnt consider it , i think menu.dat is really easy to use, I use csqc for HUD stuff right now. Probably just shot recoil effect and more impact effect on ghosts and it's perfect. Oh my, 2 days..incredible! :biggrin: hahhaa thanks!! ye...
- Sun Apr 02, 2017 5:38 am
- Forum: QuakeC Programming
- Topic: Removing strafe jumping and bunny hopping
- Replies: 2
- Views: 3847
Removing strafe jumping and bunny hopping
hello forum, i did search about the title above in the forum, but i just find unuseful stuff like "I LOVE STRAFE JUMPING! DO NOT REMOVE IT", or strange suggestions :P My goal is to get a player movement similar to duke 3d, or any old school movement done in build engine. My question is sim...
- Fri Mar 31, 2017 11:50 pm
- Forum: Project Showcase
- Topic: [FTEQW][REL]GLSL showreel - also mini tutorial
- Replies: 12
- Views: 8396
Re: [FTEQW][REL]GLSL showreel - also mini tutorial
thats GREAT documentation about GLSL and FTE :surprised: Did you try something like sung light beams!! ?? Fte is so powerful, this helps a lot to all who want to get into this engine (I include myself) I think I'm going to add some shader of these and test them with FREE-CS !! I would really like to...
- Fri Mar 31, 2017 11:44 pm
- Forum: Project Showcase
- Topic: [Darkplaces][released] The Mansion 182
- Replies: 9
- Views: 5709
Re: [Darkplaces][released] The Mansion 182
Soooo fun! I played for half an hour and I really enjoyed! Great work Nahuel, as always! Thinking you did in 2 days, it's even more incredible! I like the idea that ghosts are physical entities you can shoot, it's very creative imo! You even added more classes of ghost! I'd just fix firing animatio...
- Thu Mar 30, 2017 8:31 am
- Forum: Project Showcase
- Topic: [Darkplaces][released] The Mansion 182
- Replies: 9
- Views: 5709
[Darkplaces][released] The Mansion 182
Little game done in two days for a linux jam!! I added some features and windows exes a week later. You must to kill the ghost of the haunted mansion to get ammo, weapons and health. To break crates are very useful to get stuff. Enjoy :) http://media.moddb.com/images/games/1/60/59718/tomesofmephisto...
- Thu Mar 09, 2017 4:00 pm
- Forum: CSQC Programming
- Topic: detecting screen position of an entity
- Replies: 8
- Views: 6872
Re: detecting screen position of an entity
string thetext = "hello world"; vector charsize = '8 8'; vector screenpos = project(theent.origin); if (screenpos_z >= 0) { screenpos_x -= stringwidth(thetext, TRUE, charsize) * 0.5; //align horizontally to centre screenpos_y -= charsize_y * 0.5; //align vertically again screenpos_z = 0; ...
- Sun Mar 05, 2017 4:56 pm
- Forum: CSQC Programming
- Topic: Tutorial: Advanced Networking and Local Prediction
- Replies: 3
- Views: 3855
Re: Tutorial: Advanced Networking and Local Prediction
little OT: FREECS is awesome!!
- Sat Mar 04, 2017 1:45 pm
- Forum: Modeling
- Topic: problems with lightgrid and alpha channel
- Replies: 5
- Views: 4610
Re: problems with lightgrid and alpha channel
hi guys !!
is there a way to ignore the lightgrid and to get a model working like q1bsp, i mean the lighting of model is based in the "origin" instead of lightgrid.
I want to emule sprite illumination using flat models.
I did try using RgbGen entity but doesnt work
is there a way to ignore the lightgrid and to get a model working like q1bsp, i mean the lighting of model is based in the "origin" instead of lightgrid.
I want to emule sprite illumination using flat models.
I did try using RgbGen entity but doesnt work
- Thu Mar 02, 2017 1:25 pm
- Forum: Engine Programming
- Topic: [FTEQW] rev 5041Traceline MOVE_HITMODEL crash with non-bones
- Replies: 4
- Views: 4160
Re: [FTEQW] rev 5041Traceline MOVE_HITMODEL crash with non-b
hello toneddu i has some issues using iqm, even in darkplaces -some crashes-. But i did notice that the iqm's was done using neosis instead iqm compiler, what kind of iqm are you using??
did you try the same model but converted with neosis or official compiler?
have a nice day
did you try the same model but converted with neosis or official compiler?
have a nice day
- Thu Dec 15, 2016 1:39 pm
- Forum: Project Showcase
- Topic: [FTEQW][WIP]fteskel
- Replies: 7
- Views: 6115
Re: [FTEQW][WIP]fteskel
@Julius
FTE is (by fast) a better engine than CUBE or CUBE 2!!!!
Nice project !! any update??
FTE is (by fast) a better engine than CUBE or CUBE 2!!!!
Nice project !! any update??
- Thu Dec 15, 2016 1:37 pm
- Forum: CSQC Programming
- Topic: detecting screen position of an entity
- Replies: 8
- Views: 6872
Re: detecting screen position of an entity
toneddu2000!!
thanks for the clues/explanation
thanks for the clues/explanation
- Thu Dec 15, 2016 1:35 pm
- Forum: Project Showcase
- Topic: Untitled RPG Project
- Replies: 91
- Views: 86499
Re: Untitled RPG Project
really nice pics frag.machine!!
- Tue Sep 20, 2016 11:21 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6080552
Re: What are you working on?
we are two guys!!
and another guy is a tester
and another guy is a tester
- Tue Sep 20, 2016 8:22 pm
- Forum: CSQC Programming
- Topic: detecting screen position of an entity
- Replies: 8
- Views: 6872
Re: detecting screen position of an entity
cool
sorry for this noob question.
What is the easy way to share the origin of the ssqc entities with csqc?
sorry for this noob question.
What is the easy way to share the origin of the ssqc entities with csqc?