Search found 57 matches
- Thu Jul 04, 2019 3:30 am
- Forum: ID Tech
- Topic: Dimensions and movement data?
- Replies: 2
- Views: 3535
Re: Dimensions and movement data?
Except they are! It's important to know how fast the player can travel through your paths, as well as how fast/high he can overcome certain obstacles or find shortcuts.
- Wed Jul 03, 2019 10:25 pm
- Forum: ID Tech
- Topic: Dimensions and movement data?
- Replies: 2
- Views: 3535
Re: Dimensions and movement data?
Couple of questions:
- Jump velocity = 270; Is that 270 units per second?
- Max run velocity = 320; This is the maximum speed of the player, right? But how much does he accelerate per second, or per frame?
- Jump velocity = 270; Is that 270 units per second?
- Max run velocity = 320; This is the maximum speed of the player, right? But how much does he accelerate per second, or per frame?
- Wed Jul 03, 2019 10:21 pm
- Forum: General Discussion
- Topic: So, what games are you playing now?
- Replies: 875
- Views: 3861958
Re: So, what games are you playing now?
Super Hot. Awesome game, even on console.
- Wed Jul 03, 2019 2:28 pm
- Forum: ID Tech
- Topic: Terragen 4
- Replies: 2
- Views: 4725
Re: Terragen 4
I found Vue to be a much better tool for creating skyboxes. There's plenty of different skies to choose from, you drop a few terrain generators and that's it.
- Wed Jul 03, 2019 2:12 pm
- Forum: Programming Discussion
- Topic: Made Q3A's gibs look crazy.
- Replies: 10
- Views: 28533
Re: Made Q3A's gibs look crazy.
What's with that crazy camera movement? Does the weapon model move based on the camera movement?
- Wed Jul 03, 2019 2:11 pm
- Forum: Programming Discussion
- Topic: Crouch Slide code?
- Replies: 2
- Views: 15851
Re: Crouch Slide code?
That would be great! 

- Wed Jul 03, 2019 2:10 pm
- Forum: ID Tech
- Topic: Dimensions and movement data?
- Replies: 2
- Views: 3535
Dimensions and movement data?
I've been mapping for Source and decided to give Q3 a try. With Source, there's a lot of detailed information on in-game units, such as player speed, bounding blocks, etc. Check this page: https://developer.valvesoftware.com/wiki/Dimensions
Where can I find similar info for Quake 3 and ioquake3?
Where can I find similar info for Quake 3 and ioquake3?
- Fri May 26, 2017 3:36 pm
- Forum: ID Tech
- Topic: q3map2 optimal configuration for today
- Replies: 4
- Views: 5640
Re: q3map2 optimal configuration for today
Also, i tried using -lightmapsize 2048, but nothing changed in-game.
- Fri May 26, 2017 3:35 pm
- Forum: ID Tech
- Topic: q3map2 optimal configuration for today
- Replies: 4
- Views: 5640
Re: q3map2 optimal configuration for today
I'm OK with trading compile time vs. runtime performance and good results.
I've noticed that you don't use -dirty. Any special reason?
I've noticed that you don't use -dirty. Any special reason?
- Thu May 25, 2017 9:05 pm
- Forum: ID Tech
- Topic: Alternatives to Radiant?
- Replies: 4
- Views: 5252
Re: Alternatives to Radiant?
Oh, good old Quark. I've used it for Q1 mapping. I'm going to give it another try, hope it works well. Jack seems nice, but there's no Q3 support.
- Thu May 25, 2017 9:04 pm
- Forum: Programming Discussion
- Topic: EntityPlus + ioquake
- Replies: 4
- Views: 6600
Re: EntityPlus + ioquake
Yeah, but that was actually what i was looking for: EntityPlus on top of the modern ioquake version.
- Thu May 25, 2017 3:18 am
- Forum: Programming Discussion
- Topic: EntityPlus + ioquake
- Replies: 4
- Views: 6600
EntityPlus + ioquake
Has anyone ported EntityPlus to the ioquake3 codebase? Or are they still incompatible?
- Thu May 25, 2017 3:18 am
- Forum: Programming Discussion
- Topic: Separating first-person models from third-person ones
- Replies: 0
- Views: 3339
Separating first-person models from third-person ones
I remember that a long time ago, in some Q3 website, there was a tutorial that explained how to separate the first-person models from the third-person ones. Does anyone have any idea of where i can find that tutorial?
- Thu May 25, 2017 3:16 am
- Forum: ID Tech
- Topic: q3map2 optimal configuration for today
- Replies: 4
- Views: 5640
q3map2 optimal configuration for today
What is the most high-quality configuration for q3map2 available? I really want to make my map shine on ioquake3! 

- Thu May 25, 2017 3:16 am
- Forum: ID Tech
- Topic: Alternatives to Radiant?
- Replies: 4
- Views: 5252
Alternatives to Radiant?
I simply can't stand this editor. Its very difficult and confusing. For some coming from Hammer and UT99 editor, it's pretty much impossible to map. Does anyone know any valid alternatives for Q3 mapping?
- Thu May 25, 2017 3:14 am
- Forum: Programming Discussion
- Topic: Coop examples?
- Replies: 4
- Views: 6475
Coop examples?
Are there any mods with coop examples?
- Thu Apr 02, 2015 10:56 pm
- Forum: Programming Discussion
- Topic: Making own Shader Editor
- Replies: 2
- Views: 4011
Re: Making own Shader Editor
I would love seeing some screens! 

- Fri Jan 09, 2015 4:22 pm
- Forum: Programming Discussion
- Topic: ArenaKit mod
- Replies: 2
- Views: 4071
Re: ArenaKit mod
This is great for modding! The tweaking power is strong with this one.
- Fri Jan 09, 2015 4:21 pm
- Forum: Programming Discussion
- Topic: Entity-spawning limitations?
- Replies: 7
- Views: 7274
Re: Entity-spawning limitations?
Don't MD3 have collision set automatically?
- Fri Jan 09, 2015 12:27 pm
- Forum: Programming Discussion
- Topic: Weapon model sway in camera movement
- Replies: 2
- Views: 5856
Re: Weapon model sway in camera movement
Any ideas? 

- Mon Jan 05, 2015 11:34 am
- Forum: Programming Discussion
- Topic: Overall architecture: coupling between game, cgame, etc?
- Replies: 1
- Views: 5045
Overall architecture: coupling between game, cgame, etc?
I have decided to rewrite most of the code inside cgame, by slowly deactivating old code and migrating to newer code. However, i'm not completely sure about the Quake 3 architecture. Is there any other dependency between cgame and the engine, other than the vmMain and the events it receives? There s...
- Mon Jan 05, 2015 11:19 am
- Forum: Programming Discussion
- Topic: Weapon model sway in camera movement
- Replies: 2
- Views: 5856
Weapon model sway in camera movement
I'm trying to create an effect similar to the one implemented in TF2: https://www.youtube.com/watch?v=4wPAzutIVpc Note that this is not player model bobbing, it's just a subtle effect on the camera and the model itself, slowly reaching the new view target. I could not find any documentation on this ...
- Mon Jan 05, 2015 11:12 am
- Forum: Programming Discussion
- Topic: [GENERAL] Share your code and questions
- Replies: 5
- Views: 6157
Re: [GENERAL] Share your code and questions
It's not really a speed boost, but more like a half-height horizontal jump. How can i detect a double tap like that?
- Mon Jan 05, 2015 12:27 am
- Forum: Programming Discussion
- Topic: Entity-spawning limitations?
- Replies: 7
- Views: 7274
Re: Entity-spawning limitations?
No, not Minecraft. I don't want players to create or design buildings, just spawn prefabs. Something like this: https://www.youtube.com/watch?v=guOQtzeFvYA I'm just curious about how to handle this in code: is it possible to spawn BSP prefabs on top of my level? Or i can just spawn MD3 models? What ...
- Sun Jan 04, 2015 4:26 am
- Forum: Programming Discussion
- Topic: Entity-spawning limitations?
- Replies: 7
- Views: 7274
Entity-spawning limitations?
I've been working on a small mod that allows you to play as an engineer, which can build structures during the game. Not turrets, like in TF, but buildings... something like an RTS mix. Is this possible in the id Tech engine?