Search found 446 matches

by Cobalt
Fri Feb 06, 2015 12:36 am
Forum: Mapping
Topic: Q1 BSP tree
Replies: 21
Views: 14166

Re: Q1 BSP tree

Thanks Spike. So I guess its possible but with alot of work. When you explained the 2d Doom collision thing, it reminded me of the funct in QC EntitiesTouching (), which is what the doors use to detect collisions with each other I believe. I recently modified that code to detect collision with absmi...
by Cobalt
Thu Feb 05, 2015 6:41 pm
Forum: Mapping
Topic: Q1 BSP tree
Replies: 21
Views: 14166

Q1 BSP tree

Can anyone here explain this or add to my impression of it? I had chatted with LH about it and from what I understand its responsible for how Q1 detects collisions with respect to setsize in that, only point ,player and Shambler size hulls will perform a collision. As a side note, I have concluded t...
by Cobalt
Wed Feb 04, 2015 6:20 pm
Forum: Engine Programming
Topic: Sound issue in DP
Replies: 8
Views: 2186

Re: Sound issue in DP

I removed the NODRAW effect, issue still persists. I also tried slowing down the ents velocity to 1/3rd normal speed, make the sound, then return to old velocity, no help. Not sure what you mean by the MAX_EDICTS reference, but I have a regulator that hijacks then monitors the spawn () builtin to co...
by Cobalt
Wed Feb 04, 2015 3:18 am
Forum: QuakeC Programming
Topic: Aligning corpses with surfaces
Replies: 21
Views: 8809

Re: Aligning corpses with surfaces

Well I was experimenting some more and by chance I merely took the vectoangles of trace_plane_normal in a frame where I am tracelining and saw we could match angles_x somewhat like that if we factor in v_angle. Didnt look good on land but in the water it came out pretty good lookin with the player s...
by Cobalt
Wed Feb 04, 2015 1:22 am
Forum: Engine Programming
Topic: Sound issue in DP
Replies: 8
Views: 2186

Re: Sound issue in DP

I have the ent flagged as EF_NODRAW and EF_LOWPRECISION, and thought maybe the low precision was doing it but nope. Now I recall this happening a long time ago when I assigned a rocketfly noise to the rocket model when fired. There were times I could hear someone's rocket flying when it was nowhere ...
by Cobalt
Wed Feb 04, 2015 12:58 am
Forum: Engine Programming
Topic: using unused cvars for mods?
Replies: 5
Views: 1813

Re: using unused cvars for mods?

Choose their spawn? If you want to draw a representation of the map I would guess you do that part in csqc....or I dunno if menu.dat is a simpler way for your objective. If none of those legacy type free cvars appeal to you I gues you can use registercvar. registercvar ("player1_layout", &...
by Cobalt
Tue Feb 03, 2015 11:16 pm
Forum: Engine Programming
Topic: Sound issue in DP
Replies: 8
Views: 2186

Re: Sound issue in DP

CHAN_AUTO is suppose to pick a clear channel I believe.....the specs say its wont override a sound playing on any channel, so I guess if they are all playing a sound, the sound wont get played? Anyhow, yes, tried a seperate channel just for the wind, problem still there. Initially I had the ent code...
by Cobalt
Tue Feb 03, 2015 4:26 pm
Forum: Engine Programming
Topic: Sound issue in DP
Replies: 8
Views: 2186

Sound issue in DP

I emailed LH a few times on this, so far no answer. I believe I have found a bug with DP's new sound feature where sounds now travel with entities. In my experimentation I have some ents spawned that represent "wind"....and randomly travel around open spaces near skyboxes. When they contac...
by Cobalt
Mon Feb 02, 2015 12:32 am
Forum: QuakeC Programming
Topic: Aligning corpses with surfaces
Replies: 21
Views: 8809

Re: Aligning corpses with surfaces

I decided to try pitcing the player as he walks or runs as per my comment above....as well as trying to match it to the surface angle. BOITH have failed ! lol. Here is what Im trying with pitching the player as he walks / runs...I had nearly the same code in my BOTAI think and he was bobbing nicely,...
by Cobalt
Thu Jan 29, 2015 4:06 pm
Forum: Mapping
Topic: darkplaces r_lightedit
Replies: 2
Views: 5630

Re: darkplaces r_lightedit

In console type: apropos editlight

Apropos will seek out any commands that contain the key term you enter and print them to con, nifty eh?
by Cobalt
Thu Jan 22, 2015 6:43 pm
Forum: Mapping
Topic: E4M3 (elder god Shrine) Reports wrong tex?
Replies: 5
Views: 5351

Re: E4M3 (elder god Shrine) Reports wrong tex?

Nope Xage.... by "they" I mean , I guess the map author > http://en.wikipedia.org/wiki/Sandy_Petersen I was gonna post a screenshot here but last night I fixed these spawn locations that were too low, and resulted in spawning you into the secret area. So now they spawn in the right map loc...
by Cobalt
Thu Jan 22, 2015 6:03 am
Forum: Mapping
Topic: E4M3 (elder god Shrine) Reports wrong tex?
Replies: 5
Views: 5351

Re: E4M3 (elder god Shrine) Reports wrong tex?

Still kinda buggered with this. Just at random I decided to load up the QRP texture pack and the issues are gone. Oh and did anyone know there is a secret area on e4m3 that they forgot about?
by Cobalt
Mon Jan 19, 2015 11:28 pm
Forum: Mapping
Topic: E4M3 (elder god Shrine) Reports wrong tex?
Replies: 5
Views: 5351

Re: E4M3 (elder god Shrine) Reports wrong tex?

Update: I took this opportunity toi further tweak my footsteps code. I decided I would map out the player frames where his foot is actually beginning to make contact while moving. Had to map out the axe run frames as well....but its working and only calls footsteps for these frames which fine tunes ...
by Cobalt
Mon Jan 19, 2015 7:50 pm
Forum: QuakeC Programming
Topic: Tracking client connect time
Replies: 6
Views: 2627

Re: Tracking client connect time

Similar to what I am thinking, however cvars can be operated by the client. What I am wondering is something that takes any engine specific float, vector or string thats not already being made available to qc, now avaialble, if the correct syntax of the field the engine knows is used. Yes, you have ...
by Cobalt
Mon Jan 19, 2015 7:34 pm
Forum: Mapping
Topic: E4M3 (elder god Shrine) Reports wrong tex?
Replies: 5
Views: 5351

E4M3 (elder god Shrine) Reports wrong tex?

I am putting in provisions for detecting the surface textures the player contacts while walking using DP. SO far I have a good system going, except on this map I encounter completely different texture reports on some parts of the map, mostly the section where the tombstones are and the adjoining are...