Search found 13 matches

by JPL
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.
by JPL
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.
by JPL
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....
by JPL
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...
by JPL
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...
by JPL
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...
by JPL
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...
by JPL
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 ...
by JPL
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....
by JPL
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.
by JPL
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...
by JPL
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.
by JPL
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 ...