Search found 108 matches

by Rawing
Tue Oct 13, 2009 4:06 pm
Forum: The Void
Topic: dude can ride a bike
Replies: 30
Views: 5688

Re: dude can ride a bike

love his tree-somersault thing! :up:
by Rawing
Thu Sep 17, 2009 2:17 pm
Forum: Programming Discussion
Topic: Bubbles
Replies: 9
Views: 4147

Re: Bubbles

Here we go.
changing the leType to LE_FRAGMENT resulted in invisible/no bubbles >:(
It seems to need a model like the body parts when you're gibbed :/ (?)
If nothing else works, I'll try making a CG_AddBubble func, but I'm hoping I won't have to :disgust:
by Rawing
Wed Sep 16, 2009 11:02 am
Forum: Programming Discussion
Topic: Bubbles
Replies: 9
Views: 4147

Re: Bubbles

Nope, been busy with school (: I'll look into it today or tomorrow.
by Rawing
Sun Sep 13, 2009 3:00 am
Forum: Programming Discussion
Topic: Bubbles
Replies: 9
Views: 4147

Re: Bubbles

Nah, they aren't centities, they're local ents... localEntity_t *le; refEntity_t *re; le = CG_AllocLocalEntity(); le->leFlags = LEF_PUFF_DONT_SCALE; le->leType = LE_MOVE_SCALE_FADE; le->startTime = cg.time; le->endTime = cg.time + 100000; le->lifeRate = 1.0 / ( le->endTime - le->startTime ); re = &a...
by Rawing
Thu Sep 10, 2009 12:33 pm
Forum: Programming Discussion
Topic: shaders.
Replies: 1
Views: 1996

Re: shaders.

Urban Terror has mirroring but yet transparent glass, but I don't know if it's because of the shader or if there's programming involved.
EDIT: UrT has "normal" glass (without any mirror func) too, so I'm not sure if it would help anything to post an UrT glass shader here.
by Rawing
Thu Sep 10, 2009 12:31 pm
Forum: Programming Discussion
Topic: Bubbles
Replies: 9
Views: 4147

Re: Bubbles

Well, they got a random movement like 5*crandom() and an upwards movement like 30+5*crandom(), so yes, they could move from one brush into another.
by Rawing
Wed Sep 09, 2009 2:45 pm
Forum: Programming Discussion
Topic: Bubbles
Replies: 9
Views: 4147

Re: Bubbles

yup, those bubbles =)
and well, I don't think it'll be possible to use a single water brush in maps that are more like... complex (=
by Rawing
Wed Sep 02, 2009 8:42 am
Forum: Programming Discussion
Topic: Event setting var in cgame module
Replies: 7
Views: 3176

Re: Event setting var in cgame module

That did it thanks!
by Rawing
Tue Sep 01, 2009 12:39 pm
Forum: Programming Discussion
Topic: Bubbles
Replies: 9
Views: 4147

Bubbles

Got a problem. My bubbles can't be prevented from moving through walls :/ Anyone can tell me what I've to do to make 'em solid? There are no contents or such for localents, bounceFactor= 0 didn't do anything, the bloodtrail isn't even moving so I can't copy that :mad: Second thing is: can I make the...
by Rawing
Sat Aug 29, 2009 3:51 pm
Forum: Programming Discussion
Topic: Event setting var in cgame module
Replies: 7
Views: 3176

Re: Event setting var in cgame module

Code: Select all

G_AddEvent(self, EV_RESET_ZOOM, 0);

Code: Select all

case EV_RESET_ZOOM:
		DEBUGNAME("EV_RESET_ZOOM");
		//if ( cent->currentState.number == cg.snap->ps.clientNum )
			cg.zoomed= qfalse;
		break;
doesn't work, too :offended:
by Rawing
Fri Aug 21, 2009 11:13 am
Forum: Programming Discussion
Topic: Event setting var in cgame module
Replies: 7
Views: 3176

Re: Event setting var in cgame module

Okay, okay: When you die, cg.zoomed should be set to qfalse. So I've placed the PM_AddEvent line into player_die, and cgame should set cg.zoomed to qfalse. The problem: If you kill someone, player_die is run... and your zoom is reset though YOU didn't die. That's why there's the if ( es->number == c...
by Rawing
Fri Aug 21, 2009 8:43 am
Forum: Programming Discussion
Topic: Event setting var in cgame module
Replies: 7
Views: 3176

Re: Event setting var in cgame module

Uh, the problem is, it IS set to qfalse... it should be set to false everytime you die but not if you kill someone.
by Rawing
Fri Aug 21, 2009 3:38 am
Forum: Programming Discussion
Topic: Event setting var in cgame module
Replies: 7
Views: 3176

Event setting var in cgame module

I'm really, really, really confused. I'm trying to set a var in the cgame module everytime you die... player_die: PM_AddEvent(EV_RESET_ZOOM); CG_EntityEvent: case EV_RESET_ZOOM: DEBUGNAME("EV_RESET_ZOOM"); if ( es->number == cg.snap->ps.clientNum ) { cg.zoomed= qfalse; } break; Result: Eve...
by Rawing
Thu Aug 20, 2009 8:17 am
Forum: Programming Discussion
Topic: Nothing happens when touching an item
Replies: 12
Views: 4314

Re: Nothing happens when touching an item

Here it is... void TossClientItems( gentity_t *self ) { gitem_t *item; int weapon, ammo; int i, ammopack; // drop ammo packs for(weapon = 2; weapon < MAX_WEAPONS; weapon++){ item = BG_FindAmmoForWeapon(weapon); ammopack = item->quantity;// amount of ammo you get when you pick it up for(ammo = self->...
by Rawing
Wed Aug 19, 2009 11:26 am
Forum: Programming Discussion
Topic: Nothing happens when touching an item
Replies: 12
Views: 4314

Re: Nothing happens when touching an item

I'll try to explain, coz the ghost flags don't have a model/skin yet... The ghost flags spawn whenever someone picks up the enemy's flag. It just marks the spot where the flag usually is. Usually, touching your team's flag -if it was dropped- will return it. I changed that, so you pick it up and hav...
by Rawing
Tue Aug 18, 2009 8:20 am
Forum: Programming Discussion
Topic: Nothing happens when touching an item
Replies: 12
Views: 4314

Re: Nothing happens when touching an item

Okay, touching the ghost flag works. Other problem now: On death, you don't drop the red-/blueflag but a ghost flag?! TossClientItems: if(self->client->ps.powerups[PW_REDFLAG]){ item = BG_FindItemForPowerup(PW_REDFLAG); Drop_Item( self, item, 0); } BG_FindItemForPowerup: gitem_t *BG_FindItemForPower...
by Rawing
Mon Aug 17, 2009 2:19 pm
Forum: Programming Discussion
Topic: Nothing happens when touching an item
Replies: 12
Views: 4314

Re: Nothing happens when touching an item

Just noticed: Touch_Item isn't called if you got already 100 armor and touch another one. Guess it's something to do with G_CanItemBeGrabbed; I'll take a look at it.

Edit: Stupid me placed the PrintMsg after the CanItemBeGrabbed line =/
by Rawing
Mon Aug 17, 2009 2:11 pm
Forum: Programming Discussion
Topic: Nothing happens when touching an item
Replies: 12
Views: 4314

Re: Nothing happens when touching an item

Hehe, yeah, well, the reason I didn't use G_SpawnItem() is that I didn't know it =)
But it seems to spawn an item with respawn and such, and I can't set it's origin can I?
by Rawing
Mon Aug 17, 2009 3:52 am
Forum: Programming Discussion
Topic: Nothing happens when touching an item
Replies: 12
Views: 4314

Re: Nothing happens when touching an item

uh, I was wrong o.O it still doesn't call Touch_Item.
by Rawing
Mon Aug 17, 2009 3:42 am
Forum: Programming Discussion
Topic: Nothing happens when touching an item
Replies: 12
Views: 4314

Re: Nothing happens when touching an item

uh, oh, thanks O.o
well, Touch_Item is called now.
that single line corrupted all my work :mad: (swell, it still doesn't work. I'm used to that.)
by Rawing
Mon Aug 17, 2009 3:34 am
Forum: Programming Discussion
Topic: Switch flags?
Replies: 3
Views: 2588

Re: Switch flags?

yeah, swell (=
I didn't think of that coz it was like:

Code: Select all

if ( !Q_stricmp(ent->classname, "team_ctf_redflag") ) {
	strcpy(ent->classname, "team_ctf_blueflag"); 
}
and

Code: Select all

if ( !Q_stricmp(ent->classname, "team_ctf_redflag") )
was definitely true >:E
by Rawing
Fri Aug 14, 2009 4:40 pm
Forum: Programming Discussion
Topic: Draw pic/shader with custom alpha?
Replies: 0
Views: 1590

Draw pic/shader with custom alpha?

I'm trying to make something like a fade-in for my pics in the main menu. I've tried UI_SetColor to set the pic's alpha channel, but that doesn't seem to do anything. Anyone can help me?
by Rawing
Wed Aug 12, 2009 6:50 pm
Forum: Programming Discussion
Topic: Nothing happens when touching an item
Replies: 12
Views: 4314

Nothing happens when touching an item

I've spawned a new entity like this: gentity_t *gf; gf = G_Spawn(); gf->s.eType = ent->s.eType; gf->s.modelindex = ent->s.modelindex; gf->s.modelindex2 = ent->s.modelindex2; gf->touch = ent->touch; VectorSet (gf->r.mins, -ITEM_RADIUS, -ITEM_RADIUS, -ITEM_RADIUS); VectorSet (gf->r.maxs, ITEM_RADIUS, ...
by Rawing
Wed Aug 12, 2009 4:45 am
Forum: Programming Discussion
Topic: Disabling/Enabling mouse cursor
Replies: 1
Views: 2830

Re: Disabling/Enabling mouse cursor

I've used the find-in-files func to find everything with "cursor" inside, and voilá:

Code: Select all

// draw cursor
UI_SetColor( NULL );
UI_DrawHandlePic( uis.cursorx-cursor_size/2, uis.cursory-cursor_size/2, cursor_size, cursor_size, uis.cursor);
It's in ui_atoms btw.
by Rawing
Wed Aug 12, 2009 4:40 am
Forum: Programming Discussion
Topic: Switch flags?
Replies: 3
Views: 2588

Re: Switch flags?

Works like this:

Code: Select all

strcpy(ent->classname, "team_CTF_redflag"); 
<.<
>.>