Search found 90 matches
- Fri May 09, 2014 7:44 am
- Forum: Programming Discussion
- Topic: TheTeamMod [alpha]
- Replies: 8
- Views: 10721
Re: TheTeamMod [alpha]
i will check it this evening GJ!
- Tue Oct 29, 2013 8:32 am
- Forum: Programming Discussion
- Topic: q3a mod: slugs and rockets
- Replies: 136
- Views: 97464
Re: q3a mod: slugs and rocket
You know what would be cool? If there was a game mode where all players were paired up and one of them had a RL and the other a railgun. Each pair of players should really work together to have the player with the railgun pick off other players from a distance while the RL player fends off enemies ...
- Sat Sep 21, 2013 12:12 pm
- Forum: Programming Discussion
- Topic: [GENERAL] What you don't know about the code
- Replies: 6
- Views: 6259
Re: [GENERAL] What you don't know about the code
Your version work with bip from high to low and reverse but it's based on enemy armor value. There's a way probably with PERS_DMG_GIVEN but using it i will stuck myself like for CA scores (i wasn't able to complete it) for example the first thing in my mind for hit sounds was to set: delta = PERS_DM...
- Fri Sep 20, 2013 8:20 am
- Forum: Programming Discussion
- Topic: Media of what you're doing
- Replies: 62
- Views: 46891
Re: Media of what you're doing
Yes the font is the same of Quake Live Arcade, the map is LFFD (Looking for free doom: nice one for TDM matches or CA).
Nothing new, my goal's to merge all Q3A famous mods and puts cvars for everykind of stuff in order to let the final user create their own gameplay
Nothing new, my goal's to merge all Q3A famous mods and puts cvars for everykind of stuff in order to let the final user create their own gameplay
- Fri Sep 20, 2013 8:14 am
- Forum: Programming Discussion
- Topic: Unhandled AL error: invalid value
- Replies: 8
- Views: 7266
Re: Unhandled AL error: invalid value
i will test the precompiled build of ioquake3, i didn't change nothing about the sound stuff (except turning on all TA sounds etc..) Can it be related to old OpenAL headers? I was just watching the github code of ioquake3 and they updates the openAL headers https://github.com/ioquake/ioq3/tree/maste...
- Fri Sep 20, 2013 8:13 am
- Forum: Programming Discussion
- Topic: [GENERAL] What you don't know about the code
- Replies: 6
- Views: 6259
Re: [GENERAL] What you don't know about the code
that's why the hitsound still sounds the ever the same!
instead of using the PERS_DMG_GIVEN isn't more easy setting delta = take +atake ?
instead of using the PERS_DMG_GIVEN isn't more easy setting delta = take +atake ?
- Wed Sep 18, 2013 10:52 pm
- Forum: Programming Discussion
- Topic: Media of what you're doing
- Replies: 62
- Views: 46891
- Wed Sep 18, 2013 10:45 pm
- Forum: Programming Discussion
- Topic: [GENERAL] Share your code and questions
- Replies: 5
- Views: 6155
[GENERAL] Share your code and questions
Obviously, we are all a little jelous about the goals we reach with the code, also the small ones. But i still think that share some random codes will help ourself to improve and also to find some nice clues about how to improve it. So share a part of your "mods" and get a nice talk in ord...
- Wed Sep 18, 2013 10:37 pm
- Forum: Programming Discussion
- Topic: [GENERAL] What you don't know about the code
- Replies: 6
- Views: 6259
[GENERAL] What you don't know about the code
So, i'm here from some months, sometimes inactive sometimes more active. By the way, i wanted to create this topic for all users, like me, who comes from a different program language and, most of all, doesn't know exactly how to understand completly the source code or else. So i suggest this topic i...
- Wed Sep 18, 2013 10:23 pm
- Forum: Programming Discussion
- Topic: Unhandled AL error: invalid value
- Replies: 8
- Views: 7266
Re: Unhandled AL error: invalid value
you got the point. I will test soon the standard precompiled build of ioquake3. But still sounds weird, i really didn't changed nothing i just tested (after long time without touching the code) my build in order to see and remember what i have done and now this error happear. I feel a little worried...
- Mon Sep 16, 2013 4:37 pm
- Forum: Programming Discussion
- Topic: Unhandled AL error: invalid value
- Replies: 8
- Views: 7266
Re: Unhandled AL error: invalid value
thanks for your reply D-meat. Before rewind all the changes i made on the code i tried some days ago to compile the clean and untouched ioquake3 source but i still got the same error. The only solution i was able to find is to turn of s_useopenal. My code worked well, also because from the previous ...
- Mon Sep 09, 2013 1:35 pm
- Forum: Programming Discussion
- Topic: Unhandled AL error: invalid value
- Replies: 8
- Views: 7266
Unhandled AL error: invalid value
Hi, i got recently this trouble with infinite loop (on ioquake3): Unhandled AL error: invalid value looks like an openal error but i never touched the engine code, the only thing i do was reinstall the openAL (with the new AMD ATI catalyst drivers) ...how can i get ride of this? the code still untou...
- Wed Aug 28, 2013 9:46 am
- Forum: ID Tech
- Topic: Gtkradiant : how to give at all players a plasmagun on join?
- Replies: 5
- Views: 26472
Re: Gtkradiant : how to give at all players a plasmagun on join?
thanks _DOOMer_ !
- Tue Aug 27, 2013 12:53 pm
- Forum: ID Tech
- Topic: Gtkradiant : how to give at all players a plasmagun on join?
- Replies: 5
- Views: 26472
Gtkradiant : how to give at all players a plasmagun on join?
Hi guys, i made a map but i don't know and i can't find in any guide how can i assign automaticaly the plasmagun and some ammo for it when somebody join my map.
I'm using gtkradiant for q3a, there's a way to do it?
I need just to let people start with a plasma gun and 200ammo of it
I'm using gtkradiant for q3a, there's a way to do it?
I need just to let people start with a plasma gun and 200ammo of it
- Fri Jun 21, 2013 9:19 pm
- Forum: Programming Discussion
- Topic: best place to put your code
- Replies: 13
- Views: 9719
Re: best place to put your code
so you suggest to create a new function and maybe i can add a little check like if (g_gametype.integer == GT_CA ) { G_ScoreFromDamage (); } For now i haven't added new functions (just a couple for hud and graphics). I will think about it (usually i want to understand what i do before to write someth...
- Fri Jun 21, 2013 9:14 pm
- Forum: Programming Discussion
- Topic: Vector Positioning at Intermission
- Replies: 7
- Views: 6397
Re: Vector Positioning at Intermission
mhmmm this sounds interesting
- Fri Jun 21, 2013 9:04 pm
- Forum: Programming Discussion
- Topic: enabling the true type font for your mod
- Replies: 24
- Views: 15969
Re: enabling the true type font for your mod
mhmm i miss that map, it's for q3a or it was for threewave?
- Mon Jun 17, 2013 10:09 pm
- Forum: Programming Discussion
- Topic: enabling the true type font for your mod
- Replies: 24
- Views: 15969
Re: enabling the true type font for your mod
btw for now i'm pretty satisfied. Muff, on your fist image...wtf map is it?
- Mon Jun 17, 2013 10:06 pm
- Forum: Programming Discussion
- Topic: best place to put your code
- Replies: 13
- Views: 9719
Re: best place to put your code
I haven't coded any CA gametype, but in any case... for individual scoring, ideally you'd add a new entry to persEnum_t for damage given, ie: PERS_DMG_GIVEN (make sure you're not going over MAX_PERSISTANT). In G_Damage() add an int dmgscore and after the initial checks in the function, set it to wh...
- Tue May 28, 2013 7:51 pm
- Forum: ID Tech
- Topic: force bot path on radiant for q3a
- Replies: 7
- Views: 3897
Re: force bot path on radiant for q3a
:°D i'm checking your work Eraser. but i need to add it all inside my mod so i don't know if it can be the right way to do it :°). Basically i just want to create a map with a jumppad and put a bot that will jump on loop on that jumppad.
- Tue May 28, 2013 1:22 am
- Forum: ID Tech
- Topic: force bot path on radiant for q3a
- Replies: 7
- Views: 3897
Re: force bot path on radiant for q3a
can it work if i create a custom bot and set most of is skills to 0? adding some no walkable invisible solids around him and put a weapon upon a jumppad? the main objective is just force him to jump on a jumppad continuosly
- Mon May 27, 2013 7:16 pm
- Forum: ID Tech
- Topic: force bot path on radiant for q3a
- Replies: 7
- Views: 3897
force bot path on radiant for q3a
hi all!
I need to create a map where my bot will follow a path (for example from A point to B point, from B to A again "looping everytime the path").
The bot need to never shoot at player "he's a sort of demostartion stuff".
Any clue about how can i do it?
I need to create a map where my bot will follow a path (for example from A point to B point, from B to A again "looping everytime the path").
The bot need to never shoot at player "he's a sort of demostartion stuff".
Any clue about how can i do it?
- Sat May 04, 2013 10:52 pm
- Forum: Programming Discussion
- Topic: Delta request from out of date entities.
- Replies: 10
- Views: 7947
Re: Delta request from out of date entities.
Dear friends. I debugged and edited the code a little bit in order to avoid this problem...so i restricted the circle every inch i can. And now...what i discover.... It's just a map the main problem of it. A lot of you will know it for sure: it's Vast and Furious (the version with also TA entities)....
- Fri Apr 26, 2013 10:04 am
- Forum: Programming Discussion
- Topic: Delta request from out of date entities.
- Replies: 10
- Views: 7947
Re: Delta request from out of date entities.
Naah, its the right way understimate me. Im not a programmer so extra infos in order to get a background about how things works good and well accepted. For now the problem doesnt happear anymore but i still need to verify it inside a long gameplay session. Ty. I will verify it again and i will let y...
- Wed Apr 24, 2013 9:56 am
- Forum: Programming Discussion
- Topic: Delta request from out of date entities.
- Replies: 10
- Views: 7947
Re: Delta request from out of date entities.
the code looks good or i made some kind of mistake?