Search found 15 matches
- Mon Mar 27, 2006 10:08 pm
- Forum: Quake 4 Discussion
- Topic: Need help testing new hitboxes!
- Replies: 43
- Views: 18862
- Fri Mar 24, 2006 7:23 pm
- Forum: Quake 4 Discussion
- Topic: Need help testing new hitboxes!
- Replies: 43
- Views: 18862
The question arises (again): why not stick to what worked before? The projectile hit detection in Q3 was perfect. Doom 3 is a different engine that does this (and many other things) differently than Q3 did. It's also somewhat tricky, because its not like anything with D3/Q4's proejctile collision i...
- Fri Mar 24, 2006 5:38 am
- Forum: Quake 4 Discussion
- Topic: Need help testing new hitboxes!
- Replies: 43
- Views: 18862
well I guess he is talking about something else.. this problem I think we are talking about has to do with the boundingboxes of the rockets. I tried making them smaller, and voillat: it worked. I guess he just misunderstood, like I did the first time. He says on the 2nd page of that thread that the...
- Fri Mar 24, 2006 5:37 am
- Forum: Quake 4 Discussion
- Topic: Need help testing new hitboxes!
- Replies: 43
- Views: 18862
Finally found SyncErrors post at ESR : The rocket hitting the wall when aiming 1 pixel away from it has nothing to do with the rockets hitbox. It has to do with the origin of the projectile. In D3 and Q4 it shoots from the players origin whereas in Q3 it shot from a distance just in front of the pl...
- Wed Mar 22, 2006 7:41 pm
- Forum: Quake 4 Discussion
- Topic: Need help testing new hitboxes!
- Replies: 43
- Views: 18862
and I'm not sure if its worth the time (as I don't know if the majority really wants it). I'm sure the majority thinks it sucks that when they're hiding behind a wall and want to fire a rocket or nade, with the croshair a few pixels away from the wall, they shoot themselves in the face (or the nade...
- Thu Feb 23, 2006 4:33 am
- Forum: Quake 4 Discussion
- Topic: Point Release 1.1 Beta (Feb 22)
- Replies: 74
- Views: 19637
- Mon Nov 21, 2005 8:28 pm
- Forum: Quake 4 Discussion
- Topic: Quake 4 statisticslog.txt parser
- Replies: 37
- Views: 10032
Kills don't get written to the console in my game - they only appear as little messages in the top right corner. Maybe you haven't checked the console for them - or maybe you're using a cvar/setting we don't know about? The code in idMultiplayerGame::ReceiveDeathMessage() calls Printf(), so it SHOU...
- Sat Nov 19, 2005 7:11 pm
- Forum: Quake 4 Discussion
- Topic: Quake 4 statisticslog.txt parser
- Replies: 37
- Views: 10032
dynerman, settng logfile to 1 will write console output to a text file, sure, aber it will NOT contain the game action as it was in q3. Only messages about players connecting are logged. Look at my other thread in programming discussion for more information about this. This seems very odd - logfile...
- Sat Nov 19, 2005 4:29 am
- Forum: Quake 4 Discussion
- Topic: Quake 4 statisticslog.txt parser
- Replies: 37
- Views: 10032
To answer Fjoggen's (and other's) questions This stats dump is just a dump of extra end-game summary statistics kept (basically the end-game scoreboard stuff) - it's not a log of the gameplay action. Logging every item picked up to a file would be very intensive ont he server. This is different from...
- Mon Oct 24, 2005 10:50 pm
- Forum: ID Tech
- Topic: Q4, defs and purity
- Replies: 7
- Views: 3334
- Mon Oct 24, 2005 9:36 pm
- Forum: Quake 4 Discussion
- Topic: Rail Colors
- Replies: 8
- Views: 2920
- Mon Oct 24, 2005 9:15 pm
- Forum: Quake 4 Discussion
- Topic: Hitbox facts?
- Replies: 13
- Views: 5001
- Mon Oct 24, 2005 3:38 pm
- Forum: Quake 4 Discussion
- Topic: net_serverSnapshotDelay
- Replies: 11
- Views: 2649
- Wed Oct 19, 2005 12:40 am
- Forum: Quake 4 Discussion
- Topic: Moviemaking support, well, sucks.
- Replies: 7
- Views: 3314
- Wed Oct 19, 2005 12:39 am
- Forum: Quake 4 Discussion
- Topic: Moviemaking support, well, sucks.
- Replies: 7
- Views: 3314