Search found 139 matches

by UglyFoot
Tue Nov 04, 2014 10:49 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159540

Re: Screenshots

No please, don't use Comic Sans :D
by UglyFoot
Wed Oct 22, 2014 9:39 pm
Forum: Programming Discussion
Topic: Parametric weapon
Replies: 18
Views: 14105

Re: Parametric weapon

Good, I'm surprised that it worked but it's good to know :)
by UglyFoot
Wed Oct 15, 2014 9:28 pm
Forum: Programming Discussion
Topic: Parametric weapon
Replies: 18
Views: 14105

Re: Parametric weapon

My conclusion is the same as you. There are two events besides QM_ACTIVATED but they are triggered when the mouse moves over or away. I would try to do it without the right button.
by UglyFoot
Fri Oct 10, 2014 3:30 pm
Forum: Programming Discussion
Topic: Parametric weapon
Replies: 18
Views: 14105

Re: Parametric weapon

Then I guess this article might be helpful:
http://www.quakewiki.net/archives/code3 ... cle9.shtml
by UglyFoot
Fri Oct 10, 2014 3:04 pm
Forum: Programming Discussion
Topic: Parametric weapon
Replies: 18
Views: 14105

Re: Parametric weapon

Good :up: :)
by UglyFoot
Thu Oct 09, 2014 5:17 pm
Forum: Programming Discussion
Topic: Quake3 integrated wallhack
Replies: 2
Views: 4127

Re: Quake3 integrated wallhack

I'm not sure but it might be because of the visibility information, if the other player is out of sight the server might not send its state. Or the client just don't render it (I would check this first).
by UglyFoot
Thu Oct 02, 2014 6:16 pm
Forum: Programming Discussion
Topic: Parametric weapon
Replies: 18
Views: 14105

Re: Parametric weapon

Hello, I don't know exactly how to do it but I'll try to help. Perhaps there is no need to add variables as they will be items and if I remember correctly they are stored in inventory (playerState_t). As for changing the MG, check out FireWeapon, inside it there is a call to a function for each weap...
by UglyFoot
Mon Sep 29, 2014 10:10 pm
Forum: ID Tech
Topic: BSPC error: WARNING: no entities inside
Replies: 20
Views: 22373

Re: BSPC error: WARNING: no entities inside

I just meant don't compile a box map, change it's shape or add a brush inside.
by UglyFoot
Mon Sep 29, 2014 12:14 am
Forum: ID Tech
Topic: BSPC error: WARNING: no entities inside
Replies: 20
Views: 22373

Re: BSPC error: WARNING: no entities inside

I've also had some problems compiling a map like that with BSPC, try changing the shape with an hole or whatever, it worked for me...
by UglyFoot
Sat Sep 06, 2014 9:24 pm
Forum: Programming Discussion
Topic: Baseq3 source commentary
Replies: 1
Views: 3432

Re: Baseq3 source commentary

Interesting, I will read it in detail someday
by UglyFoot
Thu Jul 31, 2014 5:02 pm
Forum: General Discussion
Topic: Geoff, let's hook up...
Replies: 240
Views: 37971

Re: Geoff, let's hook up...

Just let Geoff live his dream...
by UglyFoot
Fri Jul 25, 2014 3:31 pm
Forum: General Discussion
Topic: Geoff, let's hook up...
Replies: 240
Views: 37971

Re: Geoff, let's hook up...

shaft wrote:takes about a minute to find him on google maps where you can clearly see a big road wraps his lot on one side, a 3way intersection on his doorstep and his neighbors house about 10 ft from his. lol?

p.s grow up...
I'm not as aware as you are about where he lives. I already grew up, your turn...
by UglyFoot
Wed Jul 23, 2014 2:54 pm
Forum: General Discussion
Topic: Geoff, let's hook up...
Replies: 240
Views: 37971

Re: Geoff, let's hook up...

:olo: find him
by UglyFoot
Sat Jun 14, 2014 3:59 pm
Forum: ID Tech
Topic: Quake 3: Bot making issue !
Replies: 11
Views: 8742

Re: Quake 3: Bot making issue !

Good, though inserting files in pak0 isn't very handy, I would keep trying to use loose files.

You can also make a pk3 with Winzip or Winrar but you have to choose "Zip" and "No compression".
by UglyFoot
Fri Jun 13, 2014 9:42 pm
Forum: ID Tech
Topic: Quake 3: Bot making issue !
Replies: 11
Views: 8742

Re: Quake 3: Bot making issue !

Have you checked that sv_pure is 0? It might help working with loose files instead of a pk3. I don't know but since a bot is defined like this: { name Orbb model orbb aifile bots/orbb_c.c } It makes sense that other folder than "bots" could be used, only if it's inside "botfiles".
by UglyFoot
Thu Jun 12, 2014 10:06 pm
Forum: ID Tech
Topic: Quake 3: Bot making issue !
Replies: 11
Views: 8742

Re: Quake 3: Bot making issue !

by UglyFoot
Wed Jun 11, 2014 10:41 pm
Forum: ID Tech
Topic: Quake 3: Bot making issue !
Replies: 11
Views: 8742

Re: Quake 3: Bot making issue !

No idea, just to say something: Did you put the bot files (the aimbot_c.c and the others) in botfiles/newbots, inside the pk3 file?
by UglyFoot
Tue Jun 03, 2014 6:26 pm
Forum: General Discussion
Topic: Interweb stuff: Some cool optical illusions.
Replies: 5
Views: 2006

Re: Interweb stuff: Some cool optical illusions.

Wow, even if you already know them they always surprise you, I like this things. I'm thinking about buying a T-shirt with some of them though I'm not sure if it'll work... This reminds me of this video I seen long ago. [youtube]TZkdQeevJu0[/youtube] There are many more but this was the first I seen ...
by UglyFoot
Wed May 21, 2014 12:46 am
Forum: Programming Discussion
Topic: q3a mod: slugs and rockets
Replies: 136
Views: 91144

Re: q3a mod: slugs and rocket

Well, I have had a look at this, there's still some weird problem when the blood appears (shaders related, not just a simple slowdown), it seems it appeared when I did the new skill. Since I won't be able to change the code for some time because of some computer issues (I need to replace it too) and...
by UglyFoot
Sat May 17, 2014 2:21 pm
Forum: Programming Discussion
Topic: q3a mod: slugs and rockets
Replies: 136
Views: 91144

Re: q3a mod: slugs and rocket

Hm, I might be wrong or it might be not related to the code, I'll check it again. Thanks for the effort but don't bother compiling the dlls, I noticed it with the qvms. By the way, I compile from Visual Studio, which have a different compiler than gcc, so that's why you can't compile them but I can....
by UglyFoot
Mon Apr 21, 2014 12:32 am
Forum: Programming Discussion
Topic: q3a mod: slugs and rockets
Replies: 136
Views: 91144

Re: q3a mod: slugs and rocket

Sorry, I was going to post the last weekend, I saved it as a draft and forgot about it. I've played in some of them last weekend and this. I really liked the DM maps, they're very good for practising and very challenging if you play in nightmare. Also I like how they look. RBM01 and RBM04 are the on...
by UglyFoot
Sun Apr 13, 2014 1:34 am
Forum: General Discussion
Topic: What is new in your little world?
Replies: 7205
Views: 4806520

Re: What is new in your little world?

Hm, and what was your job at that moment?
by UglyFoot
Sat Apr 12, 2014 4:15 pm
Forum: Programming Discussion
Topic: q3a mod: slugs and rockets
Replies: 136
Views: 91144

Re: q3a mod: slugs and rocket

It's a good idea, I'll try them later. Maybe you should post them in LEM too so that more people could see them. I would also post some screenshots to let people see the shape of every map, if possible.
by UglyFoot
Mon Apr 07, 2014 3:33 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159540

Re: Screenshots

Good job Bacon, I have good memories of Perfect Dark too. I guess it has been hard to port that levels?
by UglyFoot
Tue Apr 01, 2014 3:42 pm
Forum: Programming Discussion
Topic: q3a mod: slugs and rockets
Replies: 136
Views: 91144

Re: q3a mod: slugs and rocket

The repository is here https://github.com/Takkie/SlugRock. To start working with it you have to clone it using the clone URL.

Edit: You won't like what you'll see :puke: :)