Search found 304 matches

by corncobman
Wed Mar 25, 2009 9:17 pm
Forum: Programming Discussion
Topic: Custom menu backgrounds
Replies: 13
Views: 6367

Re: Custom menu backgrounds

Basically enums are like whole numbers, starting at 0. The values never change and are associated with the name you give them.

so LOGO_DEFAULT has the value 0

and LOGO_SETTINGS has the value 1
by corncobman
Tue Dec 23, 2008 7:43 pm
Forum: Programming Discussion
Topic: Music in the menu
Replies: 2
Views: 1903

Re: Music in the menu

What you could do is have a blank sound file play when you exit the menu. Hopefully that should override the already playing sound.
by corncobman
Tue Dec 23, 2008 7:41 pm
Forum: Programming Discussion
Topic: 5 weapons - 1 ammo ?
Replies: 3
Views: 2349

Re: 5 weapons - 1 ammo ?

Have you compiled both cgame and game?

bg_* stuff needs the client to be compiled as well.
by corncobman
Tue Aug 19, 2008 12:23 am
Forum: General Discussion
Topic: Unbelievable child prodigy
Replies: 96
Views: 8668

Re: Unbelievable child prodigy

It's good for a 12 year old but that's about it.
by corncobman
Sat Aug 16, 2008 3:46 pm
Forum: Quake III Arena & Quake Live Discussion
Topic: Tanks and Rogues Teaser Video
Replies: 2
Views: 1540

Re: Tanks and Rogues Teaser Video

Should have called it Tanks and Twerps. Catchier.
by corncobman
Fri Aug 15, 2008 12:37 am
Forum: General Discussion
Topic: Apparently Bigfoot has been found
Replies: 79
Views: 5378

Re: Apparently Bigfoot has been found

Looks like a costume with some offal thrown on top of it.
by corncobman
Thu Aug 14, 2008 12:29 am
Forum: General Discussion
Topic: Apparently Bigfoot has been found
Replies: 79
Views: 5378

Re: Apparently Bigfoot has been found

I'll believe it when I see it
by corncobman
Sat Aug 09, 2008 1:09 am
Forum: Quake III Arena & Quake Live Discussion
Topic: QUAKE 3 CLAN AND A SERVER IP ADDRESS I CAN PLAY IN
Replies: 3
Views: 1733

Re: QUAKE 3 CLAN AND A SERVER IP ADDRESS I CAN PLAY IN

STOP USING CAPS M'KAY.

CAPS ARE BAD M'KAY.

SO DON'T DO CAPS M'KAY.
by corncobman
Fri Aug 08, 2008 12:38 pm
Forum: General Discussion
Topic: Pretty fun game
Replies: 124
Views: 15613

Re: Pretty fun game

Someone made a walker

http://FantasticContraption.com/?designId=299973

and a bulldozer

http://FantasticContraption.com/?designId=296539


EDIT: oops screwed up the likn for the first one
by corncobman
Thu Aug 07, 2008 10:37 pm
Forum: General Discussion
Topic: Pretty fun game
Replies: 124
Views: 15613

Re: Pretty fun game

Foo wrote:Think I came up with the simplest solution to junkyard so far... http://FantasticContraption.com/?designId=289464
http://FantasticContraption.com/?designId=287580
by corncobman
Mon Aug 04, 2008 8:13 pm
Forum: General Discussion
Topic: The last movie you saw
Replies: 13356
Views: 5182176

Re: The last movie you saw

Team America World Police. Fuck yeah.
by corncobman
Mon Aug 04, 2008 7:58 pm
Forum: General Discussion
Topic: so... the circus is back in town *2008 F1 Thread*
Replies: 339
Views: 23251

Re: so... the circus is back in town *2008 F1 Thread*

That was my reaction as well. He would have been in the lead and everything.
by corncobman
Mon Aug 04, 2008 12:59 pm
Forum: General Discussion
Topic: Good SP games?
Replies: 40
Views: 4598

Re: Good SP games?

Does it matter how old the game is?

Prince of Persia Sands of Time, or Two Thrones

Dawn of War, Company of Heroes

Hitman Blood Money
by corncobman
Tue Jul 29, 2008 11:11 am
Forum: Programming Discussion
Topic: Floating items
Replies: 4
Views: 2726

Re: Floating items

Look at how the items are spawned in g_item.c
by corncobman
Mon Jul 28, 2008 12:16 pm
Forum: Programming Discussion
Topic: Swapping items
Replies: 20
Views: 7294

Re: Swapping items

Oops! *facepalm*

I knew it was something blatantly obvious that I missed somehow. :smirk:
by corncobman
Mon Jul 28, 2008 1:41 am
Forum: Programming Discussion
Topic: Swapping items
Replies: 20
Views: 7294

Re: Swapping items

Dunno, I don't get that warning when I compile and it works fine for me, but I am using a different compile method.
by corncobman
Sun Jul 27, 2008 10:32 pm
Forum: Programming Discussion
Topic: Swapping items
Replies: 20
Views: 7294

Re: Swapping items

What are you using to compile?
by corncobman
Sun Jul 27, 2008 8:54 pm
Forum: Programming Discussion
Topic: Swapping items
Replies: 20
Views: 7294

Re: Swapping items

The only thing I can think of to try is

strcpy(ent->item, va("%s", as_swap_item_health_mega.string) );
by corncobman
Sun Jul 27, 2008 8:29 pm
Forum: Programming Discussion
Topic: Swapping items
Replies: 20
Views: 7294

Re: Swapping items

yes. Also make sure you have actually defined as_swap_item_health_mega, probably in q3as.c or something.

vmCvar_t as_swap_item_health_mega;

The bit in the header file is to let other files see it.
by corncobman
Sun Jul 27, 2008 8:15 pm
Forum: Programming Discussion
Topic: Swapping items
Replies: 20
Views: 7294

Re: Swapping items

Is there a particular reason you are putting it in q3as.c and q3as.h as opposed to g_main.c and g_local.h?

You could try putting

#include "q3as.h"

at the top of the g_spawn.c file.
by corncobman
Sun Jul 27, 2008 4:52 pm
Forum: Programming Discussion
Topic: Swapping items
Replies: 20
Views: 7294

Re: Swapping items

In my mod, what I did was to use cvars, for example something like if(Q_stricmp(ent->classname, "bfg") == 0) { strcpy(ent->item, replacebfg.string); } Define replacebfg in g_main.c, somewhere in the cvar table list and add an entry for it in g_local.h you can then put something like set re...
by corncobman
Sat Jul 26, 2008 4:43 pm
Forum: Programming Discussion
Topic: Swapping items
Replies: 20
Views: 7294

Re: Swapping items

You can swap the classname of the item with the classname of another item in g_spawn.c in the G_CallSpawn() function. Say you want to replace all the railguns on the map to BFGs if(Q_stricmp(ent->classname, "weapon_railgun") == 0) strcpy(ent->classname, "weapon_bfg"); as long as ...
by corncobman
Fri Jul 25, 2008 9:40 pm
Forum: Quake III Arena & Quake Live Discussion
Topic: CornCobMod (probably) final Quake 3 mod
Replies: 22
Views: 12748

Re: CornCobMod (probably) final Quake 3 mod

They aren't down, I just screwed up the urls for the files. Fixed now.