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Killer Quake Patch Radar Source Code Solved

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Mon Jul 20, 2009 11:55 pm Post subject: Killer Quake Patch Radar Source Code Solved |

Solved Thank you. _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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 |

Posted: Thu Jul 23, 2009 4:37 am Post subject: |

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

Posted: Thu Jul 23, 2009 7:42 am Post subject: |

csqc could do this well I reckon... right? _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Thu Jul 23, 2009 3:42 pm Post subject: |

You could email the guy (not emailing his outdated email found in the txt file, that is).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 Joined: 16 Sep 2008 Posts: 478 |

Posted: Thu Jul 23, 2009 4:48 pm Post subject: |

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

Posted: Thu Jul 23, 2009 8:53 pm Post subject: |

I think someone (FrikaC maybe?) did a radar thing. It's been a while so I'm not sure. _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Thu Jul 23, 2009 9:42 pm Post subject: |

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. _________________

Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

Last edited by Team Xlink on Tue Jul 28, 2009 9:36 pm; edited 1 time in total

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

Posted: Thu Jul 23, 2009 9:52 pm Post subject: |

is this for the psp quake? _________________ Inside3D : Knowledge Is Power Darkplaces Documentation Wiki

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Fri Jul 24, 2009 3:48 am Post subject: |

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.

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Fri Jul 24, 2009 2:55 pm Post subject: |

I've posted code for a centerprint based radar on this forum. Not exactly as pretty though. _________________ Apathy Now!

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

Posted: Sat Jul 25, 2009 1:55 am Post subject: |

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. _________________ 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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