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Killer Quake Patch Radar Source Code Solved

 
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Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Mon Jul 20, 2009 11:55 pm    Post subject: Killer Quake Patch Radar Source Code Solved Reply with quote

Solved

Thank you.
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Last edited by Team Xlink on Wed Aug 26, 2009 5:51 am; edited 1 time in total
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Thu Jul 23, 2009 4:37 am    Post subject: Reply with quote

You can't figure out how to write this yourself?

And it shouldn't be handled through QC, it'll just spam other clients with useless information for them when online. Do it in the engine.
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Error
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PostPosted: Thu Jul 23, 2009 7:42 am    Post subject: Reply with quote

csqc could do this well I reckon... right?
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leileilol



Joined: 15 Oct 2004
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PostPosted: Thu Jul 23, 2009 3:42 pm    Post subject: Reply with quote

You could email the guy (not emailing his outdated email found in the txt file, that is).
Don't expect the source though, Quake's a memory for him and he doesn't know exactly where his old stuff is (no not even older versions of Killer Quake Pack)
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Downsider



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PostPosted: Thu Jul 23, 2009 4:48 pm    Post subject: Reply with quote

Not a good idea to do this with serverside QC... Tons of unnessecary network variables being sent to every client..
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Error
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PostPosted: Thu Jul 23, 2009 8:53 pm    Post subject: Reply with quote

I think someone (FrikaC maybe?) did a radar thing. It's been a while so I'm not sure.
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Team Xlink



Joined: 25 Jun 2009
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PostPosted: Thu Jul 23, 2009 9:42 pm    Post subject: Reply with quote

Yes, but for CSQC our Engine doesn't support it yet I am in the process of adding it tho.

I know we shouldn't do this through the QC and our team knows that.

It would just be temporary for now.
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Last edited by Team Xlink on Tue Jul 28, 2009 9:36 pm; edited 1 time in total
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Error
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PostPosted: Thu Jul 23, 2009 9:52 pm    Post subject: Reply with quote

is this for the psp quake?
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Downsider



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PostPosted: Fri Jul 24, 2009 3:48 am    Post subject: Reply with quote

Error wrote:
is this for the psp quake?


All the more reason to not waste bandwidth on a serverside radar.

Also:
Putting a radar directly into the engine wouldn't be difficult. Rolling Eyes
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MauveBib



Joined: 04 Nov 2004
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PostPosted: Fri Jul 24, 2009 2:55 pm    Post subject: Reply with quote

I've posted code for a centerprint based radar on this forum. Not exactly as pretty though.
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Wazat



Joined: 15 Oct 2004
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PostPosted: Sat Jul 25, 2009 1:55 am    Post subject: Reply with quote

If your engine supports .drawonlytoclient and/or .viewmodelforclient, then that solves the broadcasting to all players, doesn't it? .viewmodelforclient ought to work quite well.
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