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SamUK



Joined: 17 Dec 2008
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Location: United Kingdom

PostPosted: Sun Dec 21, 2008 4:57 am    Post subject: Reply with quote

looks pretty cool ,
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MeTcHsteekle



Joined: 15 May 2008
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PostPosted: Mon Dec 22, 2008 3:54 am    Post subject: Reply with quote

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]
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Wazat



Joined: 15 Oct 2004
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PostPosted: Mon Dec 22, 2008 4:25 am    Post subject: Reply with quote

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.
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Baker



Joined: 14 Mar 2006
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PostPosted: Mon Dec 22, 2008 4:35 am    Post subject: Reply with quote

MeTcHsteekle wrote:
got it in game


Nice job Very Happy
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MeTcHsteekle



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PostPosted: Mon Dec 22, 2008 4:37 am    Post subject: Reply with quote

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
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Wazat



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PostPosted: Mon Dec 22, 2008 5:22 am    Post subject: Reply with quote

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 Razz ).
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MauveBib



Joined: 04 Nov 2004
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PostPosted: Mon Dec 22, 2008 6:19 am    Post subject: Reply with quote

cl_bob 0
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Baker



Joined: 14 Mar 2006
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PostPosted: Mon Dec 22, 2008 6:25 am    Post subject: Reply with quote

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
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PostPosted: Mon Dec 22, 2008 7:55 am    Post subject: Reply with quote

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
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PostPosted: Mon Dec 22, 2008 8:03 am    Post subject: Reply with quote

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
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Location: United Kingdom

PostPosted: Mon Dec 22, 2008 2:34 pm    Post subject: Reply with quote

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?
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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

PostPosted: Mon Dec 22, 2008 2:53 pm    Post subject: Reply with quote

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).
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Willem



Joined: 23 Jan 2008
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PostPosted: Mon Dec 22, 2008 3:57 pm    Post subject: Reply with quote

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 )."
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Baker



Joined: 14 Mar 2006
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PostPosted: Mon Dec 22, 2008 4:57 pm    Post subject: Reply with quote

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
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PostPosted: Tue Dec 23, 2008 12:51 am    Post subject: Reply with quote

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?
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