
Search found 108 matches
- Tue Oct 13, 2009 4:06 pm
- Forum: The Void
- Topic: dude can ride a bike
- Replies: 30
- Views: 6010
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: 4501
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: 4501
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: 4501
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: 2111
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: 4501
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: 4501
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: 3518
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: 4501
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: 3518
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: 3518
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: 3518
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: 3518
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: 4784
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: 4784
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: 4784
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: 4784
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: 4784
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: 4784
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: 4784
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.)
  (swell, it still doesn't work. I'm used to that.)
					well, Touch_Item is called now.
that single line corrupted all my work
 (swell, it still doesn't work. I'm used to that.)
  (swell, it still doesn't work. I'm used to that.)- Mon Aug 17, 2009 3:34 am
- Forum: Programming Discussion
- Topic: Switch flags?
- Replies: 3
- Views: 2751
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: 1715
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: 4784
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: 2961
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: 2751
Re: Switch flags?
Works like this:
<.<
>.>
					Code: Select all
strcpy(ent->classname, "team_CTF_redflag"); >.>