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Freemanoid
Joined: 16 Jun 2008 Posts: 52 Location: BELARUS
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Posted: Sun Mar 15, 2009 10:25 pm Post subject: TDS : Mouse and point problem |
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Hello everyone. I try to create top-down shooter. In game the cursor which is necessary follows the mouse. The player should turn after the cursor. However I have no idea how to make such thing can somebody help? _________________ ^O,..,o^ |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Mon Mar 16, 2009 9:11 am Post subject: |
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is the cursor in Prydon only slow because of how much is going on in the mod or maybe because its always being drawn? idk i was having some issues with it being slow.
would a csqc cursor be better for a mod or one like prydons? _________________ QuakeDB - Quake ModDB Group |
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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Freemanoid
Joined: 16 Jun 2008 Posts: 52 Location: BELARUS
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Posted: Mon Mar 16, 2009 1:01 pm Post subject: |
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I cannot use darkplaces because i creating game for pocket pc. _________________ ^O,..,o^ |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Mon Mar 16, 2009 1:59 pm Post subject: |
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Then your job becomes a whole lot harder. It is possible to code a QC cursor without extensions by captuing player imput wth +strafe set, but it's not easy. _________________ Apathy Now! |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Mon Mar 16, 2009 6:25 pm Post subject: |
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which of the three would be the best option for preformance? _________________ QuakeDB - Quake ModDB Group |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Mon Mar 16, 2009 6:42 pm Post subject: |
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ceriux wrote: | which of the three would be the best option for preformance? |
CSQC probably, followed by cl_prydoncursor, followed a very long way back by SSQC player movement capture. _________________ Apathy Now! |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Mon Mar 16, 2009 7:11 pm Post subject: |
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alrighty thanks for the info i know what ill use when i need it. _________________ QuakeDB - Quake ModDB Group |
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Freemanoid
Joined: 16 Jun 2008 Posts: 52 Location: BELARUS
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Posted: Tue Mar 17, 2009 8:54 am Post subject: |
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So i need to use csqc for coding? _________________ ^O,..,o^ |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Tue Mar 17, 2009 2:21 pm Post subject: |
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no, its just for preformance it might look better too. mine were just personal questions. _________________ QuakeDB - Quake ModDB Group |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Tue Mar 17, 2009 3:10 pm Post subject: |
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Freemanoid wrote: | I cannot use darkplaces because i creating game for pocket pc. |
then you can't use csqc either.
tbh, support for prydon cursors would be easier to add to a pocketpc engine. _________________ What's a signature? |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Tue Mar 17, 2009 5:29 pm Post subject: |
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In stock quake the only way to do a cursor is to capture player movement. See non-DP Prydon Gate, or DiD2 for an example.
It's not an easy process to duplicate, and not easy to explain. How good are your QC skills? _________________ Apathy Now! |
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Freemanoid
Joined: 16 Jun 2008 Posts: 52 Location: BELARUS
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Posted: Tue Mar 17, 2009 7:04 pm Post subject: |
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I think my skills in qc about 4 from 10 _________________ ^O,..,o^ |
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