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TDS : Mouse and point problem

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Freemanoid Joined: 16 Jun 2008 Posts: 52 Location: BELARUS |

Posted: Sun Mar 15, 2009 10:25 pm Post subject: TDS : Mouse and point problem |

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 |

Posted: Mon Mar 16, 2009 6:04 am Post subject: |

your asking in the wrong catagory. _________________ QuakeDB - Quake ModDB Group

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Error Inside3D Staff Joined: 05 Nov 2004 Posts: 558 Location: VA, USA

Posted: Mon Mar 16, 2009 9:11 am Post subject: |

yes, if you use darkplaces you can use the prydon client cursor. it's quite the useful! _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Mon Mar 16, 2009 9:11 am Post subject: |

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

Posted: Mon Mar 16, 2009 10:07 am Post subject: |

up the 'sensitivity' cvar _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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Freemanoid Joined: 16 Jun 2008 Posts: 52 Location: BELARUS |

Posted: Mon Mar 16, 2009 1:01 pm Post subject: |

I cannot use darkplaces because i creating game for pocket pc. _________________ ^O,..,o^

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Mon Mar 16, 2009 1:59 pm Post subject: |

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 |

Posted: Mon Mar 16, 2009 6:25 pm Post subject: |

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 |

Posted: Mon Mar 16, 2009 6:42 pm Post subject: |

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 |

Posted: Mon Mar 16, 2009 7:11 pm Post subject: |

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 |

Posted: Tue Mar 17, 2009 8:54 am Post subject: |

So i need to use csqc for coding? _________________ ^O,..,o^

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Tue Mar 17, 2009 2:21 pm Post subject: |

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 |

Posted: Tue Mar 17, 2009 3:10 pm Post subject: |

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 |

Posted: Tue Mar 17, 2009 5:29 pm Post subject: |

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 |

Posted: Tue Mar 17, 2009 7:04 pm Post subject: |

I think my skills in qc about 4 from 10 _________________ ^O,..,o^

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