Search found 17 matches

by Hxrmn
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 ...
by Hxrmn
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; ...
by Hxrmn
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...
by Hxrmn
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...
by Hxrmn
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...
by Hxrmn
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. ...
by Hxrmn
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...
by Hxrmn
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...
by Hxrmn
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.
by Hxrmn
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.
by Hxrmn
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)

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?
True, though it kind of depends on what it is your doing with the scripting language.
by Hxrmn
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.
by Hxrmn
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...
by Hxrmn
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 ...
by Hxrmn
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)

Eraser wrote:Is there some kind of API described somewhere that we can code against?
I'm working on one here http://quakeconstruct.wikispaces.com/.
It's far from finished, but I'll get the basics finished soon.
by Hxrmn
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...
by Hxrmn
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...