Search found 17 matches
- Sun Sep 19, 2010 2:33 am
- Forum: Programming Discussion
- Topic: Project Chrysalis
- Replies: 4
- Views: 3162
Re: Project Chrysalis
This looks like a pretty tall order for someone who claims he's a noob. Are you making a quake3 mod or Duke Nukem Forever. In the case of the latter, I suggest you use a different engine, instead of trying to augment the Tech3 engine. From the look of things you might want to target UT3's engine or ...
- Fri Aug 13, 2010 6:21 pm
- Forum: Programming Discussion
- Topic: Bounding Boxes and Powerups
- Replies: 11
- Views: 6711
Re: Bounding Boxes and Powerups
Ok when you make your bounding box points, pass vec3_origin as the origin (0,0,0), this allows us to rotate the points properly You'll need the following code for rotations. void RotateForAxis(vec3_t v, vec3_t axis[3]) { int i; vec3_t temp,temp2; VectorClear(temp); VectorClear(temp2); for(i=0; i<3; ...
- Tue Aug 10, 2010 6:42 pm
- Forum: Programming Discussion
- Topic: Bounding Boxes and Powerups
- Replies: 11
- Views: 6711
Re: Bounding Boxes and Powerups
Like I said, you can do a bounding box based on the player model but it only uses the bounding box for the first frame of animation. So on some of the player models where the death animation is on the first frame, the bounding box is huge. You could just fake it by defining your own bounding box min...
- Mon Aug 09, 2010 5:57 pm
- Forum: Programming Discussion
- Topic: Bounding Boxes and Powerups
- Replies: 11
- Views: 6711
Re: Bounding Boxes and Powerups
I would like to how to draw bounding boxes around other players, is it possible to use drawtools like CG_FillRect I assumed he meant some sort of hud element like the kind they made for dystopia: http://www.dystopia-game.com/wiki/images/3/36/Dystopia_hacking_400.jpg Based on the fact that he was as...
- Mon Aug 09, 2010 1:53 am
- Forum: Programming Discussion
- Topic: VectorToScreen tools for QuakeIII
- Replies: 1
- Views: 2465
VectorToScreen tools for QuakeIII
Project 3D vectors to 2D screen space! :D It took me a while to figure this stuff out, here's the code so you don't have to. http://pastebin.com/CKkdDTfm You'll want to put this code in your cg_local.h depending on what functions you want to use: // //cg_project.c // void VectorToScreen(vec3_t vecto...
- Sun Aug 08, 2010 11:27 pm
- Forum: Programming Discussion
- Topic: Bounding Boxes and Powerups
- Replies: 11
- Views: 6711
Re: Bounding Boxes and Powerups
You mean like this: http://img840.imageshack.us/img840/5549/playerboxes.png BTW, this is real code, took me 3 hours to write it :P Bounding boxes are a bit big on some players so it needs a bit of work. The problem is, trap_R_ModelBounds only gets the bounding box of the model for it's first frame. ...
- Wed Jul 14, 2010 8:10 pm
- Forum: Programming Discussion
- Topic: Static camera
- Replies: 8
- Views: 6117
Re: Static camera
Here's an example, you need to supply origin and angles though (vec3_t) In your cgame when you draw your scene (CG_Draw2D) in cg_draw.c you make a call to your function that does the following refdef_t refdef; memset( &refdef, 0, sizeof( refdef ) ); VectorCopy( origin, refdef.vieworigin ); Angle...
- Wed Jul 14, 2010 3:17 am
- Forum: Programming Discussion
- Topic: QConstruct (Lua scripting for quake III)
- Replies: 22
- Views: 18534
Re: QConstruct (Lua scripting for quake III)
The performance is great (doesn't look it in the video because it's fraps). I'm getting realtime accurate simulation on my older 1.2Ghz(single core) PC. Also gravity gun is a possibility. ;) Also found the Bullet physics code for converting the BSP plane equations to primitives so I can create the m...
- Mon Jul 12, 2010 3:24 am
- Forum: Programming Discussion
- Topic: QConstruct (Lua scripting for quake III)
- Replies: 22
- Views: 18534
Re: QConstruct (Lua scripting for quake III)
Sort of garry's mod like. Ragdolls would require new player models (seeing as how quake3 is all vertex animations). I added a video showcasing the physics on the youtube playlist in my first post.
- Sun Jul 11, 2010 4:34 am
- Forum: Programming Discussion
- Topic: QConstruct (Lua scripting for quake III)
- Replies: 22
- Views: 18534
Re: QConstruct (Lua scripting for quake III)
Working on integrating the Bullet physics engine. Got it working on the client but still need to parse the level geometry and network it.
- Sun Jun 20, 2010 7:28 am
- Forum: Programming Discussion
- Topic: QConstruct (Lua scripting for quake III)
- Replies: 22
- Views: 18534
Re: QConstruct (Lua scripting for quake III)
True, though it kind of depends on what it is your doing with the scripting language.bludshot wrote:Although if we're talking about using this stuff for current PCs and not phones or something then wouldn't there be no noticeable difference?
- Fri Jun 18, 2010 3:29 am
- Forum: Programming Discussion
- Topic: QConstruct (Lua scripting for quake III)
- Replies: 22
- Views: 18534
Re: QConstruct (Lua scripting for quake III)
I counter your impressive stats with a +2 language shootout (admittedly, LuaJIT still whips V8's hiney). I do have a beef with shootout.alioth.debian.org in that tests for the more exotic languages often have incredibly naive implementations. But at least the site admits so itself . Well played sir.
- Thu Jun 17, 2010 1:04 am
- Forum: Programming Discussion
- Topic: QConstruct (Lua scripting for quake III)
- Replies: 22
- Views: 18534
Re: QConstruct (Lua scripting for quake III)
Check out Google's V8 JavaScript engine, the one used in Google Chrome. I bet you a sixpack it'll outperform Lua on most tests. I Dunno man, Lua is a very fast language. ----------------------------------------------------------- Execution times for recursive F/P factorial(n) to /dev/null Langs @ 2...
- Tue Jun 15, 2010 9:37 pm
- Forum: Programming Discussion
- Topic: QConstruct (Lua scripting for quake III)
- Replies: 22
- Views: 18534
Re: QConstruct (Lua scripting for quake III)
If it's stable enough with a proper API description I'd be very interested in messing around with it :) I'm not familiar with Lua though, but never too old to learn. Why the choice for Lua by the way and not, for instance, JavaScript? I went into the project knowing Lua, not Javascript (although I ...
- Tue Jun 15, 2010 1:05 am
- Forum: Programming Discussion
- Topic: QConstruct (Lua scripting for quake III)
- Replies: 22
- Views: 18534
Re: QConstruct (Lua scripting for quake III)
I'm working on one here http://quakeconstruct.wikispaces.com/.Eraser wrote:Is there some kind of API described somewhere that we can code against?
It's far from finished, but I'll get the basics finished soon.
- Sat Jun 12, 2010 12:51 am
- Forum: Programming Discussion
- Topic: QConstruct (Lua scripting for quake III)
- Replies: 22
- Views: 18534
Re: QConstruct (Lua scripting for quake III)
Looks neat, Hxrmn. But is there a reason why it's win32-only? A quick peek at the SVN repository indicates you are distributing the Lua interpreter as source. Shouldn't it build on all platforms? It should build on all platforms but I still haven't decided on how to do it. Currently it's loaded via...
- Fri Jun 11, 2010 6:19 am
- Forum: Programming Discussion
- Topic: QConstruct (Lua scripting for quake III)
- Replies: 22
- Views: 18534
QConstruct (Lua scripting for quake III)
QConstruct is a quake3 mod that allows anyone with at least some knowledge of the lua programming language to create simple small modifications for the Quake 3 engine without touching a single line of C code. These scripts can be executed in realtime while the game is running, which allows for rapid...