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SamUK Joined: 17 Dec 2008 Posts: 98 Location: United Kingdom |

Posted: Sun Dec 21, 2008 4:57 am Post subject: |

looks pretty cool , _________________ Working on Solitude

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Mon Dec 22, 2008 3:54 am Post subject: |

got it in game but it is as a weapon model, and those tend to bobble, and move father/closer when u look up/down. any suggestions on a different way? [sorry the screen shot is so large] _________________
bah

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Wazat Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA |

Posted: Mon Dec 22, 2008 4:25 am Post subject: |

That's actually pretty cool. As for bobbing weapon models, I suspect the DP extension to make an entity function as your .weaponmodel wouldn't help since it probably bobs all the same. MOVETYPE_FOLLOW would work if it's handled client-side, not just server side. Otherwise it'd be worse than the bobbing.
Some things to try. Not sure what else to suggest but I suspect someone else will have ideas.
_________________
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Dec 22, 2008 4:35 am Post subject: |

MeTcHsteekle wrote:
got it in game

Nice job

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MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Mon Dec 22, 2008 4:37 am Post subject: |

Wazat wrote:
That's actually pretty cool. As for bobbing weapon models, I suspect the DP extension to make an entity function as your .weaponmodel wouldn't help since it probably bobs all the same. MOVETYPE_FOLLOW would work if it's handled client-side, not just server side. Otherwise it'd be worse than the bobbing.
Some things to try. Not sure what else to suggest but I suspect someone else will have ideas.

if i use a vary ancient build of DP i can use it, other wise i cant run DP, due to my un-powerful laptop
_________________
bah

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Wazat Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA |

Posted: Mon Dec 22, 2008 5:22 am Post subject: |

FTE and other engines also support some of these features, I believe. Spike may have some very good suggestions, as he knows various engines better than I do (most people here do, in fact ). _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Mon Dec 22, 2008 6:19 am Post subject: |

cl_bob 0 _________________ Apathy Now!

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Dec 22, 2008 6:25 am Post subject: |

MeTcHsteekle wrote:

Wazat wrote:
That's actually pretty cool. As for bobbing weapon models, I suspect the DP extension to make an entity function as your .weaponmodel wouldn't help since it probably bobs all the same. MOVETYPE_FOLLOW would work if it's handled client-side, not just server side. Otherwise it'd be worse than the bobbing.
Some things to try. Not sure what else to suggest but I suspect someone else will have ideas.

if i use a vary ancient build of DP i can use it, other wise i cant run DP, due to my un-powerful laptop

You may be able to do so:
Try adding the -safe command line parameter to DarkPlaces. This command line parameter made DarkPlaces work on some ATI video card machine where it otherwise would not.
The safe command line parameter, if I recall, causes DarkPlaces to use no GL extensions. I don't know what rendering won't be available, but the engine will run and although it has been a while, it will look fine but just be rather vanilla.
I keep forgetting about this.

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Ston3r Joined: 01 Nov 2004 Posts: 19 Location: E-Town, Canada |

Posted: Mon Dec 22, 2008 7:55 am Post subject: |

I've started mapping. Using QOOLE too. I know it needs more lighting, I only placed them in to see if the map had the feel I was going for.

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RenegadeC Joined: 15 Oct 2004 Posts: 370 Location: The freezing hell; Canada |

Posted: Mon Dec 22, 2008 8:03 am Post subject: |

Ston3r wrote:
I've started mapping. Using QOOLE too. I know it needs more lighting, I only placed them in to see if the map had the feel I was going for.

Not more lighting, just less harsh lighting.
On the light entity use the keyflag "wait" with a value of 0.5 preferably but experiment with that value for best results. Otherwise it's not bad; keep it up.

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SamUK Joined: 17 Dec 2008 Posts: 98 Location: United Kingdom |

Posted: Mon Dec 22, 2008 2:34 pm Post subject: |

MeTcHsteekle wrote:
got it in game but it is as a weapon model, and those tend to bobble, and move father/closer when u look up/down. any suggestions on a different way? [sorry the screen shot is so large]

Am not a coder but cant you do it with a sprite?
_________________
Working on Solitude
Last edited by SamUK on Mon Dec 22, 2008 2:58 pm; edited 1 time in total

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Spirit Joined: 20 Nov 2004 Posts: 476 |

Posted: Mon Dec 22, 2008 2:53 pm Post subject: |

Ston3r wrote:
I've started mapping. Using QOOLE too.

I highly suggest switching to another editor. Qoole is known to produce leaky maps because of some floating point madness (unless my memory plays tricks on me).
_________________
Quake Maps

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Willem Joined: 23 Jan 2008 Posts: 73 |

Posted: Mon Dec 22, 2008 3:57 pm Post subject: |

That's funny, I just google QOOLE because I wanted to read about it. I found this site: http://www.volved.com/qsr/ Which offers up this warning: "There is a major design flaw within Qoole v0.99; it does not calculate the rather vital floating-point values for export to .MAP files correctly. Using virtually any non-90 degree angle on anything other than the X-axis will result in infinitesimal offset ( rounding ) errors, and generate .MAP->.BSP compile errors ( leaks )."
_________________
www.wantonhubris.com

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Dec 22, 2008 4:57 pm Post subject: |

Minimap / Radar experiments so far ... just raw ... The map layout is generated via code, but you can open it in an image editor obviously, although I didn't spend more than a couple of minutes on this. Ironically, I used software rendering for this task. I actually started by looking into alpha transparency in software renderers, noticed the pixel functions and switched gears to this.

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Wazat Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA |

Posted: Tue Dec 23, 2008 12:51 am Post subject: |

Baker: That is really cool. I've always wanted a functional minimap in Quake, especially in teamplay games like TF. Can the engine generate the minimap automatically even on new maps when it doesn't find an existing minimap image for the level?
_________________
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.

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