Search found 4 matches
- Thu Oct 09, 2014 5:31 pm
- Forum: Programming Discussion
- Topic: Quake3 integrated wallhack
- Replies: 2
- Views: 4289
Re: Quake3 integrated wallhack
From what I understand it's rendering/depthtest related, but this is beyond my current level atm.
- Thu Oct 09, 2014 4:28 pm
- Forum: Programming Discussion
- Topic: Quake3 integrated wallhack
- Replies: 2
- Views: 4289
Quake3 integrated wallhack
Hello again, I'm making an open source version of Blacklight Retribution, if you don't know about this game, it has an integrated wallhack system, that players can use for a limited period a time and you cannot fire your weapon while it's activated. It's very efficient anti camping feature, speciall...
- Sat Oct 04, 2014 5:27 pm
- Forum: Programming Discussion
- Topic: Compiling, but code changes not applying
- Replies: 2
- Views: 3571
Re: Compiling, but code changes not applying
Thank you, I didnt know about the mod folder, I was just simply compiling ioquake3 and expecting my modifications to be implement.


- Sat Oct 04, 2014 10:52 am
- Forum: Programming Discussion
- Topic: Compiling, but code changes not applying
- Replies: 2
- Views: 3571
Compiling, but code changes not applying
Hello, On linux, im using ioquake3 souce code with quake3 arena pak files in baseq3. So in cg_main.c: { &cg_zoomFov, "cg_zoomfov", "22.5", CVAR_CHEAT } and changed 22.5 to 30, I compiled in game the default value is still 22.5. Also I added { &gen_drawWeapon, "gen_dr...