Search found 429 matches

by gnounc
Sun Jan 25, 2015 9:37 am
Forum: CSQC Programming
Topic: how to use <insert here> in CSQC
Replies: 16
Views: 16524

Re: how to use <insert here> in CSQC

Now it's time to talk about one of the two functions that inspired this thread. I found void() calltimeofday = #231; /* Part of FTE_CALLTIMEOFDAY*/ after speaking with spike and finding a page on the linux system call, I had it all sorted out. calltimeofday fills a global (I believe) and calling str...
by gnounc
Sat Jan 24, 2015 11:23 am
Forum: CSQC Programming
Topic: how to use <insert here> in CSQC
Replies: 16
Views: 16524

Re: how to use <insert here> in CSQC

Now on to some basic string handling. strings are important for a variety of reasons, one of the most obvious, is constructing and deconstructing filepaths most recently i've been using a custom save stuffcmd, adding things like the players name, mapname, kills and secrets right into the save filena...
by gnounc
Fri Jan 23, 2015 12:23 pm
Forum: CSQC Programming
Topic: how to use <insert here> in CSQC
Replies: 16
Views: 16524

Re: how to use <insert here> in CSQC

First things first. noref void(float vwidth, float vheight, float notmenu) CSQC_UpdateView; /* Called every single video frame. The CSQC is responsible for rendering the entire screen. */ If you're going to be using csqc, you're probably going to be doing a bit of 2d drawing. For that you will want ...
by gnounc
Fri Jan 23, 2015 12:22 pm
Forum: CSQC Programming
Topic: how to use <insert here> in CSQC
Replies: 16
Views: 16524

how to use <insert here> in CSQC

Theres been a fair amount of "how do I USE this function" going on lately, and I thought this thread would be a great way to clear some of that up! So if you use CSQC and find yourself having to ask how to use a function because you cant find any doxx, run back here and drop off what you l...
by gnounc
Sun Dec 28, 2014 12:59 am
Forum: CSQC Programming
Topic: CSQC_InputEvent - event pressed not loopable?
Replies: 12
Views: 7719

Re: CSQC_InputEvent - event pressed not loopable?

What I did, was set a flag when the left mouse button is held, (in csqc_input_event, if event is keydown, if key is mouse1) and unset that flag when the left mouse button is released. THEN in a function that is called every frame, like at the bottom of CSQC_UpdateView(), check that flag, and check t...
by gnounc
Sat Dec 27, 2014 11:35 pm
Forum: CSQC Programming
Topic: CSQC_InputEvent - event pressed not loopable?
Replies: 12
Views: 7719

Re: CSQC_InputEvent - event pressed not loopable?

why ssqc function remains "listening" as long as button is pressed and csqc one doesn't? because the ssqc function you mentioned is called every frame. (listening always) and the csqc one you mentioned (csqc_input_event) is only called when a button is pressed or released (or the mouse is...
by gnounc
Sat Dec 27, 2014 10:53 pm
Forum: CSQC Programming
Topic: CSQC_InputEvent - event pressed not loopable?
Replies: 12
Views: 7719

Re: CSQC_InputEvent - event pressed not loopable?

Firstly: I guess I'll do what everyone does: all the big part in ssqc, aided by small bits in csqc people use ssqc for things because its the authoritive version of the game state. Thats the main thing I think people should take away from this thread. it's pretty important. ignoring the what/why of ...
by gnounc
Sun Nov 23, 2014 5:41 am
Forum: QuakeC Programming
Topic: Aligning corpses with surfaces
Replies: 21
Views: 8803

Re: Aligning corpses with surfaces

that little snippit was suggested by spoike. i threw it in for completeness.
by gnounc
Mon Nov 03, 2014 3:47 pm
Forum: Engine Programming
Topic: all in a day
Replies: 10
Views: 2511

Re: all in a day

baaaaaaagh, dont remind me of omnicide. im highly anticipating that game.

Also, Cobalt, fte has a gravity direction field, so you can fall up. or to the right.
Another quick mockup mod i want to do is a deadspace-like mod

Sooo many things to get to, dhl needs to hurry up with my graphics card
by gnounc
Thu Sep 04, 2014 6:20 pm
Forum: Artificial Intelligence
Topic: The Dijkstra Project
Replies: 23
Views: 13504

Re: The Dijkstra Project

Pretty sure in that screenshot, there should be a jump or rocketjump waypoint over the obstacles between a and the player, there should also be a waypoint at or very NEAR the player. From that waypoint, there should be a path to b, between the obstacles, and to a. The scenario you show appears to ju...
by gnounc
Sun Aug 31, 2014 5:35 pm
Forum: Artificial Intelligence
Topic: Frikbot Item desirability
Replies: 135
Views: 120290

Re: Frikbot Item desirability

Time to code bots bouncing grenades off of walls as they bunnyhop by!
by gnounc
Sat Aug 30, 2014 12:23 pm
Forum: QuakeC Programming
Topic: [Tutorial] Making Ogres lob grenades into your cover
Replies: 11
Views: 6281

Re: [Tutorial] Making Ogres lob grenades into your cover

Its a bit of a long post, and i havent had a day off to look at it with rested eyes yet, but i DID want to make sure you knew this post didnt go to waste. thanks for posting it, i'll be taking a look at it : )
by gnounc
Sun Aug 24, 2014 5:15 am
Forum: Artificial Intelligence
Topic: Frikbot Item desirability
Replies: 135
Views: 120290

Re: Frikbot Item desirability

awesome work gentlemen. i'm watching this thread with interest. The teleporter code sounds like an interesting problem to solve. how do you waypoint a bot to use teleporters currently? Sounds like (if there isnt already) there should be a function call to recheck waypoints immediately after a bot is...
by gnounc
Sat Aug 23, 2014 12:40 pm
Forum: General Discussion
Topic: RaQdoll
Replies: 36
Views: 17933

Re: RaQdoll

*gasp* HE LIVES!
by gnounc
Mon Aug 18, 2014 12:14 pm
Forum: Project Showcase
Topic: [FTE][In Glacial Dev] Smash
Replies: 8
Views: 6464

Re: [FTE][In Glacial Dev] Smash

Hellsmash+? With the ante upped with the dedicated engine?

I'll be waiting for some eyecandy

edit:
update your blog!