Search found 90 matches
- Thu Aug 25, 2011 8:59 am
- Forum: Programming Discussion
- Topic: Cell phone - Quake 3 with aim assistant?
- Replies: 3
- Views: 3155
Re: Cell phone - Quake 3 with aim assistant?
Thanks! Sounds like a good idea...
- Mon Aug 22, 2011 9:43 am
- Forum: Programming Discussion
- Topic: Cell phone - Quake 3 with aim assistant?
- Replies: 3
- Views: 3155
Re: Cell phone - Quake 3 with aim assistant?
... It seems as if only
cg_main.c
cg_draw
cg_local.h
were modified. New are
cg_gotwalls.c
and cg_gotwalls.h
I guess this means that the first three parts of code from version 1.17 don't fit with version 1.32/ioQuake3 for some reason.
cg_main.c
cg_draw
cg_local.h
were modified. New are
cg_gotwalls.c
and cg_gotwalls.h
I guess this means that the first three parts of code from version 1.17 don't fit with version 1.32/ioQuake3 for some reason.
- Mon Aug 15, 2011 3:17 pm
- Forum: Programming Discussion
- Topic: Cell phone - Quake 3 with aim assistant?
- Replies: 3
- Views: 3155
Cell phone - Quake 3 with aim assistant?
Hi everyone! Guess most of you know that Q3 has been ported to all major smartphone OS for a while, i.e. Android http://code.google.com/p/kwaak3/updates/list iPhone/iPad http://www.paduser.com/thread-Quake-III-Arena-HD-iPad-Killing-Spree.htm Symbian http://www.symbian-freak.com/downloads/freeware/ca...
- Fri Jul 16, 2010 2:00 pm
- Forum: Programming Discussion
- Topic: Static camera
- Replies: 8
- Views: 6111
Re: Static camera
Thanks a lot! Will try that out...
- Sat Jul 10, 2010 4:49 pm
- Forum: Programming Discussion
- Topic: Static camera
- Replies: 8
- Views: 6111
Re: Static camera
Damn, I hoped there would be a nice simple trick... :rolleyes: Sounds as if it's far beyond my capabilities unless you lead me through it step by step (what I really can't expect). I think it's smarter to test the effekt first by simulating it with two phones, one in spectator's mode as monitor and ...
- Sat Jul 10, 2010 2:38 pm
- Forum: Programming Discussion
- Topic: Static camera
- Replies: 8
- Views: 6111
Re: Static camera
Overlay the player's view!
- Sat Jul 10, 2010 10:06 am
- Forum: Programming Discussion
- Topic: Static camera
- Replies: 8
- Views: 6111
Re: Static camera
I was thinking of a fixed camera, always showing the same view. Like the one pointing at the podium after a match.
- Fri Jul 09, 2010 7:12 pm
- Forum: Programming Discussion
- Topic: Static camera
- Replies: 8
- Views: 6111
Static camera
Hi everyone!
My question today is, if there is a not to complicated (still a coding dope
) way to create a static camera perspective for the player. It's for my Monkeys of Doom, mobile version again. I have something like a cage match in mind...
My question today is, if there is a not to complicated (still a coding dope

- Thu May 27, 2010 8:25 am
- Forum: Programming Discussion
- Topic: New submenu "HELP"...
- Replies: 2
- Views: 2463
Re: New submenu "HELP"...
Um... no...
Thanks a lot!

Thanks a lot!
- Tue May 25, 2010 10:26 am
- Forum: Programming Discussion
- Topic: New submenu "HELP"...
- Replies: 2
- Views: 2463
New submenu "HELP"...
Hi everyone! I'm trying to add a submenu "HELP" to my Monkeys of Doom cell phone fps. Think the easiest (non-coder :rolleyes: ) way is to use former "CINEMATICS" for it. Instead of the RoQ-videos short help texts should pop up. So I created a couple of new menu files (ui_help1.c,...
- Wed May 05, 2010 1:52 pm
- Forum: Quake III Arena & Quake Live Discussion
- Topic: Monkeys of Doom - cell phone version
- Replies: 4
- Views: 5399
Re: Monkeys of Doom - cell phone version
Far out... 

- Tue May 04, 2010 11:30 am
- Forum: Quake III Arena & Quake Live Discussion
- Topic: Monkeys of Doom - cell phone version
- Replies: 4
- Views: 5399
Monkeys of Doom - cell phone version
Hallo everyone! There hasn't been much news from Monkeys of Doom for a while. Not sure if anybody missed them, but just in case... The little buddies have moved from PC to mobile phone! Check http://www.youtube.com/user/MonkeysOfDoom2010 for video proof (can't insert a video here, right? :rolleyes: ...
- Tue Oct 06, 2009 7:43 am
- Forum: Programming Discussion
- Topic: Spawn player without machinegun...
- Replies: 7
- Views: 14984
Re: Spawn player without machinegun...
Cool!
Would have searched for that forever... Thanks a lot again!

- Mon Oct 05, 2009 8:41 am
- Forum: Programming Discussion
- Topic: Spawn player without machinegun...
- Replies: 7
- Views: 14984
Re: Spawn player without machinegun...
Thanks a lot! I set the amount of ammo given to the player to 0... client->ps.stats[STAT_WEAPONS] = ( 1 << WP_MACHINEGUN ); if ( g_gametype.integer == GT_TEAM ) { client->ps.ammo[WP_MACHINEGUN] = 0;//WW was 50 } else { client->ps.ammo[WP_MACHINEGUN] = 0;//WW was 100 } ... and made the gauntlet base ...
- Fri Oct 02, 2009 8:44 am
- Forum: Programming Discussion
- Topic: Spawn player without machinegun...
- Replies: 7
- Views: 14984
Spawn player without machinegun...
Hi everyone,
I would like to know if there is a (not to complicated
) way to spawn the player without machinegun, i.e. only with the gauntlet...
Thanks in advance!
I would like to know if there is a (not to complicated

Thanks in advance!
- Thu May 07, 2009 8:18 am
- Forum: Programming Discussion
- Topic: How to load different control configs
- Replies: 11
- Views: 4210
Re: How to load different control configs
Oops... Another code-puzzling error. Just missed this line:

Code: Select all
s_controls.sensitivity.generic.id = ID_MOUSESPEED;
- Mon May 04, 2009 8:08 am
- Forum: Programming Discussion
- Topic: How to load different control configs
- Replies: 11
- Views: 4210
Re: How to load different control configs
Works perfectly now! Even without the "vid_restart\n"-line. (I guess, that one is only required for changes in system/video settings.) Don't know if this is interesting for anybody, but that new config variable has to be added to "client.h", "cl_main.c" and "ui_sha...
- Wed Apr 22, 2009 2:25 pm
- Forum: Programming Discussion
- Topic: How to load different control configs
- Replies: 11
- Views: 4210
Re: How to load different control configs
I'll never say so again^misantropia^ wrote:I'm not a cruel guy.

- Mon Apr 20, 2009 9:37 am
- Forum: Programming Discussion
- Topic: How to load different control configs
- Replies: 11
- Views: 4210
Re: How to load different control configs
This part looks promising (in ui_controls2): /* ================= Controls_SetDefaults ================= */ static void Controls_SetDefaults( void ) { int i; bind_t* bindptr; // set the bindings from the local store bindptr = g_bindings; // iterate each command, set its default binding for (i=0; ;i+...
- Thu Apr 16, 2009 8:14 am
- Forum: Programming Discussion
- Topic: How to load different control configs
- Replies: 11
- Views: 4210
Re: How to load different control configs
I'd found that one already! Haven't tried it out, but the warning text says "This will reset *ALL* options". The confusing thing - at least for me - is that the "controls" submenu has it's own ResetDefaults part... /* ================= Controls_ResetDefaults_Action ==============...
- Wed Apr 15, 2009 4:22 pm
- Forum: Programming Discussion
- Topic: How to load different control configs
- Replies: 11
- Views: 4210
Re: How to load different control configs
Okay, lots of radio buttons in there! Let's see what I need for a new one in ui_controls... 1. #define ID_ADVANCEDCFG 128 2. menuradiobutton_s advancedcfg; 3. s_controls.advancedcfg.curvalue = trap_Cvar_VariableValue( "cg_advancedcfg" ) != 0; Hm... That part should probably look more like....
- Wed Apr 15, 2009 9:58 am
- Forum: Programming Discussion
- Topic: How to load different control configs
- Replies: 11
- Views: 4210
How to load different control configs
Hi, me again, this time with a probably more challenging question! :D It's about the cellphone version of Quake3/Monkeys of Doom. I think it would be good to give the player the option to choose between easy controls (freelook "off", moving and aiming is bind to the accellerometer, mostly ...
- Wed Apr 15, 2009 8:11 am
- Forum: Programming Discussion
- Topic: How to combine ui_playersettings and ui_playermodel?
- Replies: 3
- Views: 5009
Re: How to combine ui_playersettings and ui_playermodel?
Seems as if I mixed some things up... The input field for the player's name shall move from ui_playersettings to ui_playermodel, so I guess I have to put those "//name"-lines somewhere around HERE, right: :idea: /* ================= PlayerModel_SetMenuItems ================= */ static void...
- Tue Apr 14, 2009 4:17 pm
- Forum: Programming Discussion
- Topic: How to combine ui_playersettings and ui_playermodel?
- Replies: 3
- Views: 5009
Re: How to combine ui_playersettings and ui_playermodel?
Okay, made some progress: the player's name is displayed, he can type a new one in... But the name won't be saved, i.e the field is blanc whenever you leave the playermodel submenu and enter it again. Thought this part of the code (copied from ui_playersettings) would do the trick... /* ============...
- Mon Apr 06, 2009 1:46 pm
- Forum: Programming Discussion
- Topic: how disable cd key check?
- Replies: 20
- Views: 14302
Re: how disable cd key check?
Not for me!^misantropia^ wrote:Easy.
