
Search found 108 matches
- 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! 

- 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
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

- 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.
- 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...
- 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.
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.
- 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.
- 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 (=
and well, I don't think it'll be possible to use a single water brush in maps that are more like... complex (=
- 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!
- 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...
- 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;

- 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...
- 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.
- 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...
- 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->...
- 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...
- 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...
- 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 =/
Edit: Stupid me placed the PrintMsg after the CanItemBeGrabbed line =/
- 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?
But it seems to spawn an item with respawn and such, and I can't set it's origin can I?
- 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.
- 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
(swell, it still doesn't work. I'm used to that.)
well, Touch_Item is called now.
that single line corrupted all my work

- 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:
and
was definitely true 
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");
}
Code: Select all
if ( !Q_stricmp(ent->classname, "team_ctf_redflag") )

- 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?
- 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, ...
- 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:
It's in ui_atoms btw.
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);
- 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");
>.>