Search found 3673 matches

by Baker
Mon Apr 24, 2006 10:13 pm
Forum: QuakeC Programming
Topic: Flash Light -- Extremely tough question
Replies: 8
Views: 3557

In a mod of mine I simply took a setmodel line and removed the contents of the information saying which model, leaving just = ""; but kept the EF_BRIGHTLIGHT or whatnot, and I had a moving light source, with no model or sprite involved at all. If that works, that would be great. You told ...
by Baker
Mon Apr 24, 2006 8:22 pm
Forum: QuakeC Programming
Topic: Flash Light -- Extremely tough question
Replies: 8
Views: 3557

MauveBib wrote:Sure, just make a blank sprite to be the model for the entity.
I was thinking of that option, but the mod in-progress doesn't require any model downloads and will be running on a server.

Are there any other workarounds that don't involve new models/sprites being utilized?
by Baker
Mon Apr 24, 2006 6:40 pm
Forum: QuakeC Programming
Topic: Flash Light -- Extremely tough question
Replies: 8
Views: 3557

Flash Light -- Extremely tough question

You can make any model glow with a light in QuakeC.

Is it possible to make a flashlight effect where there is no model receiving the glow effect in standard QuakeC?

Like a light glow somewhere with no model present?
by Baker
Sun Apr 23, 2006 4:23 pm
Forum: General Discussion
Topic: Quake Expo 2006?
Replies: 10
Views: 2363

Quake Expo 2006?

Scarcrow, if someone is interested in participating in Quake Expo this year 1. who do they contact 2. what do they need to do 3. where is the web hosting going to be at 4. where can they find information, etc. 5. What is web site of address of official QExpo info page or site? I was thinking about t...
by Baker
Sat Apr 15, 2006 5:07 am
Forum: General Discussion
Topic: Quake Navigator Feedback
Replies: 6
Views: 1815

Urre wrote:The developer page doesn't list my favorite map editor, BSP. Long abandoned, but can be found at the bottom of this page.

Also why are QSG and I3D listed under textures?
Added BSP, and I don't know why I had those listed under textures = corrected.
by Baker
Sat Apr 15, 2006 3:02 am
Forum: QuakeC Programming
Topic: Ultra-tough Question
Replies: 1
Views: 1486

Ultra-tough Question

Objective: I need to know *everything* about the spawnflags settings in maps. Goal is to cause all entities that appear in single player to occur in deathmatch. I have been told this is impossible in QuakeC because spawnflags occur prior to QuakeC getting a chance to look at the entities. Is this tr...
by Baker
Fri Apr 14, 2006 6:27 am
Forum: General Discussion
Topic: Quake Navigator Feedback
Replies: 6
Views: 1815

FrikaC wrote:Nifty, though I think there should be more links to Quake Wiki. It was kinda hard to find under "Resources". But ah well.
I "first paged" it.
by Baker
Thu Apr 13, 2006 10:25 pm
Forum: General Discussion
Topic: Quake Navigator Feedback
Replies: 6
Views: 1815

Quake Navigator Feedback

http://www.quakeone.com/q1files/img/qnavigator.gif http://www.quakeone.com/navigator Suggestions, thoughts, improvements. I've implemented a number of suggestions from different sources. It's purpose is mostly for someone who is new to QuakeC/mapping/engine developing/server administration to be ab...
by Baker
Thu Apr 13, 2006 6:29 pm
Forum: General Discussion
Topic: QuakeC noob Questions 2.0
Replies: 2
Views: 1410

Thanks for point me in the right direction, DarkSnow!
by Baker
Wed Apr 12, 2006 10:14 pm
Forum: General Discussion
Topic: QuakeC noob Questions 2.0
Replies: 2
Views: 1410

QuakeC noob Questions 2.0

1. I am doing the homework for a potential coop server capable of running maps without coop spawn points. I am perfectly capable of getting the X/Y/Z+orientation coords. How do I add spawn points into the code for both Quake and Quakeworld on a map by map basis? I think I want to have at least 8 spa...
by Baker
Sun Apr 09, 2006 12:56 am
Forum: General Discussion
Topic: project "oq_decrapify"
Replies: 16
Views: 4573

I didn't hear any sounds while playing, but this could have been my fault. Isn't there a Quake sound project somewhere? Could those possibly be incorporated into OpenQuartz?
by Baker
Sat Apr 08, 2006 10:36 pm
Forum: General Discussion
Topic: project "oq_decrapify"
Replies: 16
Views: 4573

I tried Open Quartz and there are some things good about and some not so good. I have to say I really like the player model and the armor. The weapons models seem to be a bit lacking and the health boxes aren't the greatest. I didn't check the sounds out yet. I'm glad this project exists. I think co...
by Baker
Thu Apr 06, 2006 6:37 pm
Forum: General Discussion
Topic: OpenQuartz
Replies: 3
Views: 1484

That was more to absorb than I expected. It must have been quite a deal of effort to get that project so far. I notice it looks like it was discontinued in 2004, I assume maybe due to Nexuiz. I'll have to dig into the paks and explore it some more. I think for now I'm going to pursue a dual track me...
by Baker
Thu Apr 06, 2006 4:21 pm
Forum: General Discussion
Topic: OpenQuartz
Replies: 3
Views: 1484

I guess what I am thinking is can pak0.pak be successfully rebuilt from existing free/GPL'd-ish components?

I'm not talking about the maps here. Custom maps using non-ID textures should exist aplenty.

Apparently this is an option in skulltag, after doing some homework.
by Baker
Thu Apr 06, 2006 4:17 pm
Forum: General Discussion
Topic: OpenQuartz
Replies: 3
Views: 1484

OpenQuartz

What is good about OpenQuartz? For example, at the moment, only consider multiplayer components. Player model and sounds. Runes. Vore ball that is often used a hook spike? Rune keys? Is OpenQuartz good enough for multiplayer only use. Basically, if single player were entirely written off, based on c...