Search found 13 matches
- Sat Aug 21, 2010 9:28 pm
- Forum: Programming Discussion
- Topic: VectorToScreen tools for QuakeIII
- Replies: 1
- Views: 2448
Re: VectorToScreen tools for QuakeIII
Really cool, thanks for sharing this! I'll probably get around to integrating this into my project at some point.
- Tue Jul 21, 2009 1:16 am
- Forum: Programming Discussion
- Topic: Player Collision Box
- Replies: 6
- Views: 3039
Re: Player Collision Box
"is the box used for level collision the same as the one used for hit detection?"
Yes, I believe so. Though it's been a while since I looked at the code.
My project is an abstract shooter. It's on hiatus right now.
Yes, I believe so. Though it's been a while since I looked at the code.
My project is an abstract shooter. It's on hiatus right now.
- Sun Jan 11, 2009 1:18 am
- Forum: Programming Discussion
- Topic: Gravity Entity
- Replies: 18
- Views: 5774
Re: Gravity Entity
Oh yeah, I remember this one. Many years ago now a friend of mine was working on something like this. As I recall, one of the biggest problems he ran into was getting the players' axis-aligned bounding boxes to be the right shape and orientation (such as AABB have one) for any given gravity surface....
- Sat Oct 18, 2008 6:00 pm
- Forum: Programming Discussion
- Topic: Player Collision Box
- Replies: 6
- Views: 3039
Re: Player Collision Box
My project is based on ioQ3 and I was able to do this fairly easily with some code changes to completely centralize the definitions of the player's size. Search for "PLAYER_WIDTH" in my SVN for how I did this (it may still have bugs, so anyone who spots one please tell me). Project page: h...
- Thu Sep 04, 2008 6:17 am
- Forum: Programming Discussion
- Topic: Changing a brush model's shader from game/cgame code?
- Replies: 2
- Views: 1926
Re: Changing a brush model's shader from game/cgame code?
I'm not using the vanilla Q3 engine in this case. Regardless, I figured that's what would be involved. For anyone who's investigating this sort of thing in the future, I was able to use refEntity's shaderRGBA to modify the overall color of the existing shader of the brush model... which in a few nar...
- Wed Sep 03, 2008 7:09 am
- Forum: Programming Discussion
- Topic: Changing a brush model's shader from game/cgame code?
- Replies: 2
- Views: 1926
Changing a brush model's shader from game/cgame code?
I have a custom entity type whose visual state I want to change when a particular event happens. However, the entity is made of brush geometry (like a func_door) and it's not practical in this case to use an MD3 instead. Unfortunately, brush model entities lack some of the features MD3 models do. My...
- Fri Jun 06, 2008 6:37 am
- Forum: Programming Discussion
- Topic: Q3 engine: world encroachment checks?
- Replies: 3
- Views: 3334
Re: Q3 engine: world encroachment checks?
I've got a decent, though probably not ideal solution that goes something like this: 1. trace from the player's current location to the hit location, with the player's min and max points as the extents 2. if that original trace didn't hit anything, we have a totally clear path to the destination, so...
- Wed Jun 04, 2008 7:33 am
- Forum: Programming Discussion
- Topic: Q3 engine: world encroachment checks?
- Replies: 3
- Views: 3334
Re: Q3 engine: world encroachment checks?
I solved it by using a trap_trace() call from the players origin up to the player's height and if the trace.fraction is 1.0 (or 0 I can't remember what the exact value is for a solid object) then you don't do the teleport. That wouldn't cover the case where the warp location is really close to the ...
- Tue Jun 03, 2008 7:15 am
- Forum: Programming Discussion
- Topic: Q3 engine: world encroachment checks?
- Replies: 3
- Views: 3334
Q3 engine: world encroachment checks?
I'm working on something that gives the player an ability to teleport to arbitrary points in the world (think Translocator from UT). One problem I have to solve is that it's currently very easy to teleport yourself halfway into solid world geometry and be unable to do anything but \kill and respawn....
- Thu Nov 15, 2007 2:30 am
- Forum: Programming Discussion
- Topic: "symbol X undefined" compiling cgame.qvm (new cvar)
- Replies: 7
- Views: 4704
Re: "symbol X undefined" compiling cgame.qvm (new cvar)
Yeah, I saw that comment about msg.c and added an entry for the thing I added to playerstate. Like I said it worked. I'm doing a standalone game not a mod, but it sounds like misantropia's solution is better in general. I'll try that.
- Wed Nov 14, 2007 7:44 pm
- Forum: Programming Discussion
- Topic: "symbol X undefined" compiling cgame.qvm (new cvar)
- Replies: 7
- Views: 4704
Re: "symbol X undefined" compiling cgame.qvm (new cvar)
So my solution for this was to add a new var to the playerstate struct, and sync that with the cvar's value in ClientThink_real() in g_active.c (right next to the code that syncs ps.speed with g_speed). Then the code that runs in bg_pmove refers to the value in pm->ps. This seems to work fine, altho...
- Sun Nov 11, 2007 9:03 pm
- Forum: Programming Discussion
- Topic: "symbol X undefined" compiling cgame.qvm (new cvar)
- Replies: 7
- Views: 4704
Re: "symbol X undefined" compiling cgame.qvm (new cvar)
Ah, thanks for the clarification. I'm starting to get all the nuances of what happens on the server VS the client.
- Sun Nov 11, 2007 1:27 am
- Forum: Programming Discussion
- Topic: "symbol X undefined" compiling cgame.qvm (new cvar)
- Replies: 7
- Views: 4704
"symbol X undefined" compiling cgame.qvm (new cvar)
Hi folks, I'm still learning the Q3 engine and C coding so sorry if this is a noob question. I'm trying to add a new cvar called "g_airControl" that gives some, err, control over air control similar to how Unreal engine games do it. The code itself just makes pm_airaccelerate a percentage ...