
Search found 139 matches
- 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 

- 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 

- 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.
- 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
http://www.quakewiki.net/archives/code3 ... cle9.shtml
- Fri Oct 10, 2014 3:04 pm
- Forum: Programming Discussion
- Topic: Parametric weapon
- Replies: 18
- Views: 14105
- 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).
- 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...
- 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.
- 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...
- 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
- 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...
- 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...
I'm not as aware as you are about where he lives. I already grew up, your turn...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...
- 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...

- 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".
You can also make a pk3 with Winzip or Winrar but you have to choose "Zip" and "No compression".
- 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".
- 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 !
Hm, this guide might help you: http://planetquake.gamespy.com/View.php ... =55&game=4
- 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?
- 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 ...
- 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...
- 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....
- 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...
- 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?
- 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.
- 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?
- 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

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

