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From: Bill C. <bi...@ta...> - 2001-12-06 23:53:13
|
On Thu, Dec 06, 2001 at 07:59:55AM -0800, Seth Galbraith wrote: > Some of the characters I want to make are too detailed for 8 bit > coordinates like the .mdl format uses (i.e. characters with facial > features), but I don't require fancy stuff like skeletal animation. > > So I had an idea for a simple higher precision version of the .mdl > format. An extra byte of precision is saved for each coordinate > (basically every frame is saved twice, the second copy of the frame > containing the fractional part.) Hmm, this could be interesting :) > This adds a tremendous amount of precision (wheras you previously could > not model a nose without it jumping all over the place, you could now > model a nosehair :-) and it does not take up too much memory (at most it > doubles memory used by a model - and it only has to be used for models > that really need it.) > > This was pretty easy to implement in modelgen, but adding support for this > to QuakeForge looks more complicated, with the model loading code spread > between several files and duplicated for sw and gl. Just what does this mean for the sw renderer? I'm not certain, but I think it relies on the 8 bit vertex data. It's certainly not a problem for the gl renderer: all coords get converted to floats anyway. Re sw vs gl loading: merging the frame loading code is on my TODO list. At least I merged the sw and sw32 model loaders :) > If anyone would like to help out with this, I have uploaded a sample model > to http://www.planetquake.com/gg/v_rock2a.zip (the link downloads directly > from our web page folder, not the awful fileplanet system :-) > > If you want to look at the code that generated the model, the extra > precision modelgen code is in the Open Quartz CVS repository: > http://sf.net/projects/openquartz I might take a look at these tonight. Bill -- Leave others their otherness. -- Aratak |
From: Bill C. <bi...@ta...> - 2001-12-06 23:40:09
|
On Thu, Dec 06, 2001 at 07:31:01PM +0100, ForeveR wrote: > hello, > anybody know how to set (modify) mouse sesivity in nq-x11 ???? > also I'm interested how to invert-mouse as it is possible under windows > version of quake? in_mouse_amp for sensitivity (actually, sensitivity = in_pre_amp * in_mouse_pre_amp * in_mouse_amp * in_amp) m_pitch -0.022 for invert mouse Bill -- Leave others their otherness. -- Aratak |
From: Seth G. <sga...@li...> - 2001-12-06 16:01:14
|
Some of the characters I want to make are too detailed for 8 bit coordinates like the .mdl format uses (i.e. characters with facial features), but I don't require fancy stuff like skeletal animation. So I had an idea for a simple higher precision version of the .mdl format. An extra byte of precision is saved for each coordinate (basically every frame is saved twice, the second copy of the frame containing the fractional part.) This adds a tremendous amount of precision (wheras you previously could not model a nose without it jumping all over the place, you could now model a nosehair :-) and it does not take up too much memory (at most it doubles memory used by a model - and it only has to be used for models that really need it.) This was pretty easy to implement in modelgen, but adding support for this to QuakeForge looks more complicated, with the model loading code spread between several files and duplicated for sw and gl. If anyone would like to help out with this, I have uploaded a sample model to http://www.planetquake.com/gg/v_rock2a.zip (the link downloads directly from our web page folder, not the awful fileplanet system :-) If you want to look at the code that generated the model, the extra precision modelgen code is in the Open Quartz CVS repository: http://sf.net/projects/openquartz __ __ _ _ __ __ _/ \__/ \__/ Seth Galbraith "The Serpent Lord" \__/ \__/ \_ \__/ \__/ \_ sga...@kr... #2244199 on ICQ _/ \__/ \__/ _/ \__/ \__/ http://www.planetquake.com/gg \__/ \__/ \_ |
From: Mike M. <sho...@gr...> - 2001-12-05 23:09:53
|
Would it be implementable to make a hash table containing the hashes to all the map files the client is aware of, as well as the local URLs to the audio file to play in the background while that map is in use? Might be stored as an XML file: Two tags * <file type=""></file> * <entry file="">(hash)</file> <file type="Quakeforge;hashmusic;1.0"> <entry file="/home/shortcircuit/music/ogg/Bobby-Prince_-_Doom-Music/Bobby-Prince---Into-Sandy-s-City.ogg">HJKYu75HhjuGHkIOhFr5</entry> </file> Different audio formats can be supported via plugins, which means that QuakeForge doesn't have to support MP3, it can be an "unsupported" plugin, much the same way The GIMP supports GIFs and TIFFs. Mike |
From: Seth G. <sga...@li...> - 2001-12-05 20:02:18
|
Here's one more wacky camera patch that rounds out the set. This one makes you face the direction you move in chase_active 2 and 3 modes when you use the mouse or joystick. __ __ _ _ __ __ _/ \__/ \__/ Seth Galbraith "The Serpent Lord" \__/ \__/ \_ \__/ \__/ \_ sga...@kr... #2244199 on ICQ _/ \__/ \__/ _/ \__/ \__/ http://www.planetquake.com/gg \__/ \__/ \_ Index: nq/source/cl_cam.c =================================================================== RCS file: /cvsroot/quake/quakeforge/nq/source/cl_cam.c,v retrieving revision 1.21 diff -u -r1.21 cl_cam.c --- nq/source/cl_cam.c 2001/11/30 22:32:17 1.21 +++ nq/source/cl_cam.c 2001/12/05 19:46:28 @@ -210,7 +210,13 @@ } // mouse and joystick controllers add to movement -// IN_Move (&cmd); // problem - mouse strafe movement is weird + dir[1] = cl.viewangles[1] - camera_angles[1]; dir[0] = 0; dir[2] = 0; + AngleVectors (dir, forward, right, up); + VectorScale (forward, viewdelta.position[2] * m_forward->value, forward); + VectorScale (right, viewdelta.position[0] * m_side->value, right); + VectorAdd (forward, right, dir); + cmd.forwardmove += dir[0]; + cmd.sidemove -= dir[1]; dir[1] = camera_angles[1]; dir[0] = 0; dir[2] = 0; AngleVectors (dir, forward, right, up); Index: qw/source/cl_cam.c =================================================================== RCS file: /cvsroot/quake/quakeforge/qw/source/cl_cam.c,v retrieving revision 1.40 diff -u -r1.40 cl_cam.c --- qw/source/cl_cam.c 2001/12/03 05:36:39 1.40 +++ qw/source/cl_cam.c 2001/12/05 19:46:30 @@ -780,7 +780,13 @@ } // mouse and joystick controllers add to movement -// IN_Move (&cmd); // problem - mouse strafe movement is weird + dir[1] = cl.viewangles[1] - camera_angles[1]; dir[0] = 0; dir[2] = 0; + AngleVectors (dir, forward, right, up); + VectorScale (forward, viewdelta.position[2] * m_forward->value, forward); + VectorScale (right, viewdelta.position[0] * m_side->value, right); + VectorAdd (forward, right, dir); + cmd.forwardmove += dir[0]; + cmd.sidemove -= dir[1]; dir[1] = camera_angles[1]; dir[0] = 0; dir[2] = 0; AngleVectors (dir, forward, right, up); |
From: Bill C. <bi...@ta...> - 2001-12-05 16:30:52
|
On Wed, Dec 05, 2001 at 02:23:59AM -0600, Dwayne C. Litzenberger wrote: > Does someone want to explain this code to me (in libs/util/quakefs.c): ... > for (i = count; i < bufsize; i++) { > ^^^^^ ... > Wouldn't it make more sense to make that "i = 0" ? Yeah, it would. I've fixed this in cvs. Thanks for the heads-up. Bill -- Leave others their otherness. -- Aratak |
From: Dwayne C. L. <dl...@dl...> - 2001-12-05 08:24:02
|
Does someone want to explain this code to me (in libs/util/quakefs.c): void COM_LoadGameDirectory (const char *dir) { searchpath_t *search; pack_t *pak; DIR *dir_ptr; struct dirent *dirent; char **pakfiles =3D NULL; int i =3D 0, bufsize =3D 0, count =3D 0; Sys_DPrintf ("COM_LoadGameDirectory (\"%s\")\n", dir); pakfiles =3D calloc (1, FBLOCK_SIZE * sizeof (char *)); bufsize +=3D FBLOCK_SIZE; if (!pakfiles) goto COM_LoadGameDirectory_free; /* <-- This does NOT increment count */ for (i =3D count; i < bufsize; i++) { ^^^^^=20 pakfiles[i] =3D NULL; } Wouldn't it make more sense to make that "i =3D 0" ? --=20 Dwayne C. Litzenberger <dl...@dl...> |
From: <42...@in...> - 2001-12-05 02:13:49
|
// Whassup? v e r t i c a l t e x t and type writer text fx for centerprint. // 1 saludo // Tei void SCR_DrawCenterString (void) { char *start; int l; int j; int x, y; int remaining; float fade; glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); // the finale prints the characters one at a time if (cl.intermission) remaining = scr_printspeed.value * (cl.time - scr_centertime_start); else { // Tei typewriter centerprint if (scr_centerstring[0]==' ') { remaining = scr_printspeed.value * (cl.time - scr_centertime_start); } else // Tei typewriter centerprint remaining = 9999; } scr_erase_center = 0; start = scr_centerstring; if (scr_center_lines <= 4) y = vid.height*0.35; else y = 48; do { // scan the width of the line for (l=0 ; l<40 ; l++) if (start[l] == '\n' || !start[l]) break; x = (vid.width - l*8)/2; for (j=0 ; j<l ; j++, x+=8) { if (!cl.intermission && centerfade.value) { if (cl.time - scr_centertime_start < 1) fade = (cl.time - scr_centertime_start); else fade = -(cl.time - scr_centertime_start) + 2; glColor4f(1,1,1,fade); } else fade = 1; // Tei h centerprint if (scr_centerstring[0]=='º') Draw_Character (y, x, start[j]); // Tei h centerprint else Draw_Character (x, y, start[j]); if (!remaining--) { glColor4f(1,1,1,1); return; } } y += 8; while (*start && *start != '\n') start++; if (!*start) break; start++; // skip the \n } while (1); glColor4f(1,1,1,1); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } --------------------------------------------- This message was sent using Endymion MailMan. http://www.endymion.com/products/mailman/ |
From: Seth G. <sga...@li...> - 2001-12-04 20:14:18
|
This patch combines all of my previous patches which have not been applied yet. It allows the client-side chase camera to work with Hack and Slash, makes the player stand up straight in chase camera modes, and corrects mouse strafe movement in chase_active modes 2 and 3. __ __ _ _ __ __ _/ \__/ \__/ Seth Galbraith "The Serpent Lord" \__/ \__/ \_ \__/ \__/ \_ sga...@kr... #2244199 on ICQ _/ \__/ \__/ _/ \__/ \__/ http://www.planetquake.com/gg \__/ \__/ \_ Index: nq/source/cl_view.c =================================================================== RCS file: /cvsroot/quake/quakeforge/nq/source/cl_view.c,v retrieving revision 1.5 diff -u -r1.5 cl_view.c --- nq/source/cl_view.c 2001/10/28 04:23:36 1.5 +++ nq/source/cl_view.c 2001/12/03 20:23:27 @@ -609,14 +609,6 @@ // view is the weapon model (only visible from inside body) view = &cl.viewent; - // transform the view offset by the model's matrix to get the offset from - // model origin for the view - ent->angles[YAW] = cl.viewangles[YAW]; // the model should face - // the view dir - ent->angles[PITCH] = -cl.viewangles[PITCH]; // the model should face - // the view dir - - bob = V_CalcBob (); // refresh position Index: nq/source/cl_input.c =================================================================== RCS file: /cvsroot/quake/quakeforge/nq/source/cl_input.c,v retrieving revision 1.26 diff -u -r1.26 cl_input.c --- nq/source/cl_input.c 2001/10/28 04:23:36 1.26 +++ nq/source/cl_input.c 2001/12/03 20:23:27 @@ -510,16 +510,17 @@ // adjust for chase camera angles if (chase_active->int_val == 2 || chase_active->int_val == 3) { - vec3_t dir = {0,0,0}, forward, right, up; + vec3_t dir = {0,0,0}, forward, right, up, f, r; dir[1] = r_refdef.viewangles[1] - cl.viewangles[1]; AngleVectors (dir, forward, right, up); - - VectorScale (forward, cmd->forwardmove, forward); - VectorScale (right, cmd->sidemove, right); - VectorAdd (forward, right, dir); - - cmd->forwardmove = dir[0]; - cmd->sidemove = dir[1]; + VectorScale (forward, cmd->forwardmove, f); + VectorScale (right, cmd->sidemove, r); + cmd->forwardmove = f[0] + r[0]; + cmd->sidemove = f[1] + r[1]; + VectorScale (forward, viewdelta.position[2], f); + VectorScale (right, viewdelta.position[0], r); + viewdelta.position[2] = f[0] + r[0]; + viewdelta.position[0] = (f[1] + r[1]) * -1; } cmd->forwardmove += viewdelta.position[2] * m_forward->value; Index: qw/source/cl_input.c =================================================================== RCS file: /cvsroot/quake/quakeforge/qw/source/cl_input.c,v retrieving revision 1.52 diff -u -r1.52 cl_input.c --- qw/source/cl_input.c 2001/12/03 09:01:17 1.52 +++ qw/source/cl_input.c 2001/12/03 20:23:28 @@ -525,16 +525,17 @@ if (cl.chase && (chase_active->int_val == 2 || chase_active->int_val == 3)) { - vec3_t dir = {0,0,0}, forward, right, up; + vec3_t dir = {0,0,0}, forward, right, up, f, r; dir[1] = r_refdef.viewangles[1] - cl.viewangles[1]; AngleVectors (dir, forward, right, up); - - VectorScale (forward, cmd->forwardmove, forward); - VectorScale (right, cmd->sidemove, right); - VectorAdd (forward, right, dir); - - cmd->forwardmove = dir[0]; - cmd->sidemove = dir[1]; + VectorScale (forward, cmd->forwardmove, f); + VectorScale (right, cmd->sidemove, r); + cmd->forwardmove = f[0] + r[0]; + cmd->sidemove = f[1] + r[1]; + VectorScale (forward, viewdelta.position[2], f); + VectorScale (right, viewdelta.position[0], r); + viewdelta.position[2] = f[0] + r[0]; + viewdelta.position[0] = (f[1] + r[1]) * -1; } cmd->forwardmove += viewdelta.position[2] * m_forward->value; |
From: Patrice M. <pm...@ca...> - 2001-12-03 02:13:17
|
Hello, quakeforge developpers I ported nuq to MiNT (free atari multitasking OS) and SDL. I got to correct some mistakes in the code, so here is what the attached patch does: - Disable UDP support if configure says so - Add missing includes in cd_null.c, snd_null.c, net_none.c - Add net_none.c to default network drivers - Add cross-compiling support (host replaced by target in configure.in) - Add m68k-atari-mint support Modified/added files: nuq/acconfig.h nuq/configure.in nuq/source/Makefile.am nuq/source/cd_null.c nuq/source/net_none.c nuq/source/net_udp.c nuq/source/snd_null.c nuq/source/sys_mint.c Hope it will help build a better Quake... -- Patrice Mandin Mail: pm...@ca... Web: http://www.multimania.com/pmandin ______________________________________________________ Bo=EEte aux lettres - Caramail - http://www.caramail.com |
From: Seth G. <sga...@li...> - 2001-12-02 23:47:42
|
On Sun, 2 Dec 2001 42...@in... wrote: > // Moonwalking fix > if (self.msg_forwardmove<0) ... Or what about: makevectors (self.angles); if (v_forward * self.velocity < 0) ... __ __ _ _ __ __ _/ \__/ \__/ Seth Galbraith "The Serpent Lord" \__/ \__/ \_ \__/ \__/ \_ sga...@kr... #2244199 on ICQ _/ \__/ \__/ _/ \__/ \__/ http://www.planetquake.com/gg \__/ \__/ \_ |
From: <42...@in...> - 2001-12-02 21:27:06
|
// player_run() fixed. void() player_run =[ $walk1, player_run ] { self.weaponframe=0; if (!self.velocity_x && !self.velocity_y) { self.walkframe=0; player_stand1(); return; } if (self.weapon == IT_AXE) { if (self.walkframe == 12) self.walkframe = 0; self.frame = $walk1 + self.walkframe; } else { if (self.walkframe == 12) self.walkframe = 0; self.frame = self.frame + self.walkframe; } // Moonwalking fix if (self.msg_forwardmove<0) { if (!self.walkframe) self.walkframe = 11; else self.walkframe = self.walkframe - 1; } else self.walkframe = self.walkframe + 1; // Moonwalking fix }; This fix incorrect player animation walking backward. Need a "non-compatible" engine with msg_ support. 1 saludo Tei --------------------------------------------- This message was sent using Endymion MailMan. http://www.endymion.com/products/mailman/ |
From: Seth G. <sga...@li...> - 2001-12-02 04:31:55
|
This patch makes mouse (and I think joystick, not tested) strafing move your character left and right in screen space when you use chase_active 2 or 3. It's a little silly looking right now because the player model keeps facing whatever direction they were facing last instead of the direction of mouse movement. I haven't figured out how to determine which way the mouse or joystick is moving. __ __ _ _ __ __ _/ \__/ \__/ Seth Galbraith "The Serpent Lord" \__/ \__/ \_ \__/ \__/ \_ sga...@kr... #2244199 on ICQ _/ \__/ \__/ _/ \__/ \__/ http://www.planetquake.com/gg \__/ \__/ \_ Index: nq/source/cl_input.c =================================================================== RCS file: /cvsroot/quake/quakeforge/nq/source/cl_input.c,v retrieving revision 1.26 diff -u -r1.26 cl_input.c --- nq/source/cl_input.c 2001/10/28 04:23:36 1.26 +++ nq/source/cl_input.c 2001/12/02 04:07:01 @@ -510,16 +510,17 @@ // adjust for chase camera angles if (chase_active->int_val == 2 || chase_active->int_val == 3) { - vec3_t dir = {0,0,0}, forward, right, up; + vec3_t dir = {0,0,0}, forward, right, up, f, r; dir[1] = r_refdef.viewangles[1] - cl.viewangles[1]; AngleVectors (dir, forward, right, up); - - VectorScale (forward, cmd->forwardmove, forward); - VectorScale (right, cmd->sidemove, right); - VectorAdd (forward, right, dir); - - cmd->forwardmove = dir[0]; - cmd->sidemove = dir[1]; + VectorScale (forward, cmd->forwardmove, f); + VectorScale (right, cmd->sidemove, r); + cmd->forwardmove = f[0] + r[0]; + cmd->sidemove = f[1] + r[1]; + VectorScale (forward, viewdelta.position[2], f); + VectorScale (right, viewdelta.position[0], r); + viewdelta.position[2] = f[0] + r[0]; + viewdelta.position[0] = (f[1] + r[1]) * -1; } cmd->forwardmove += viewdelta.position[2] * m_forward->value; Index: qw/source/cl_input.c =================================================================== RCS file: /cvsroot/quake/quakeforge/qw/source/cl_input.c,v retrieving revision 1.51 diff -u -r1.51 cl_input.c --- qw/source/cl_input.c 2001/10/28 04:23:37 1.51 +++ qw/source/cl_input.c 2001/12/02 04:07:03 @@ -524,16 +524,17 @@ if (cl.chase && (chase_active->int_val == 2 || chase_active->int_val == 3)) { - vec3_t dir = {0,0,0}, forward, right, up; + vec3_t dir = {0,0,0}, forward, right, up, f, r; dir[1] = r_refdef.viewangles[1] - cl.viewangles[1]; AngleVectors (dir, forward, right, up); - - VectorScale (forward, cmd->forwardmove, forward); - VectorScale (right, cmd->sidemove, right); - VectorAdd (forward, right, dir); - - cmd->forwardmove = dir[0]; - cmd->sidemove = dir[1]; + VectorScale (forward, cmd->forwardmove, f); + VectorScale (right, cmd->sidemove, r); + cmd->forwardmove = f[0] + r[0]; + cmd->sidemove = f[1] + r[1]; + VectorScale (forward, viewdelta.position[2], f); + VectorScale (right, viewdelta.position[0], r); + viewdelta.position[2] = f[0] + r[0]; + viewdelta.position[0] = (f[1] + r[1]) * -1; } cmd->forwardmove += viewdelta.position[2] * m_forward->value; |
From: Seth G. <sga...@li...> - 2001-12-02 01:32:47
|
Our Hack and Slash mod requires Quake-C control over the direction the player model faces. The following patch to the latest quakeforge code in CVS simply removes a couple of lines from V_CalcRefDef which make Hack and Slash work with client-side cameras in NQ. It does not seem to affect anything else except that it keeps the player model from tilting all the way forward and back - and that is more of a bug than a feature, it is much more aesthetic to have the player model keep his feet on the ground :-) I have not gotten the client side camera in QuakeWorld to work with Hack and Slash yet. Again, the Quake-C must control the direction the player is facing (example: "self.angles = a;") but when I try the Hack and Slash with quakeforge's QW client-side camera, the player model does not face the direction the Quake-C specifies. If anyone has any ideas about how I can get Hack and Slash working with QuakeWorld, please let me know! __ __ _ _ __ __ _/ \__/ \__/ Seth Galbraith "The Serpent Lord" \__/ \__/ \_ \__/ \__/ \_ sga...@kr... #2244199 on ICQ _/ \__/ \__/ _/ \__/ \__/ http://www.planetquake.com/gg \__/ \__/ \_ Index: nq/source/cl_view.c =================================================================== RCS file: /cvsroot/quake/quakeforge/nq/source/cl_view.c,v retrieving revision 1.5 diff -u -r1.5 cl_view.c --- nq/source/cl_view.c 2001/10/28 04:23:36 1.5 +++ nq/source/cl_view.c 2001/12/02 01:16:53 @@ -609,14 +609,6 @@ // view is the weapon model (only visible from inside body) view = &cl.viewent; - // transform the view offset by the model's matrix to get the offset from - // model origin for the view - ent->angles[YAW] = cl.viewangles[YAW]; // the model should face - // the view dir - ent->angles[PITCH] = -cl.viewangles[PITCH]; // the model should face - // the view dir - - bob = V_CalcBob (); // refresh position |
From: Mental <Me...@Ne...> - 2001-12-01 16:16:02
|
On Fri, Nov 30, 2001 at 06:47:22PM -0800, Seth Galbraith wrote: > On Tue, 27 Nov 2001, Adam Olsen wrote: > > > Again, that's not how colormap is used. It's actually an entity > > number, for the player you want to appear as. > > > > If you want to set colors then you have to stuff topcolor and > > bottomcolor commands to the client, or if you're using a QF server and > > you want it reliable, use setinfokey too. > > I seem to recall some bot mod that colorized bots by adding fake players That'd probably be Eliminator bots. They had colors (unless you used opengl) and showed up like normal players on the scoreboard. -- Mental (Me...@Ne...) GPG public key: http://www.neverlight.com/Mental.asc |
From: <42...@in...> - 2001-12-01 14:36:49
|
Hello Coders! This is more newbie code: - - - //At void SV_Physics (void) // Tei - Movetype Magnetic case MOVETYPE_MAGNETIC: if (SV_RunThink (ent)) { SV_AddMagnetic (ent); SV_Physics_Toss(ent); } break; // Tei - Movetype Magnetic - - - / Tei - addmagnetic beta code - movetype magnetic /* ============ SV_AddMagnetic ============ */ void SV_AddMagnetic (edict_t *ent) { vec3_t movedir; VectorSubtract (ent->v.movedir,ent->v.origin, movedir); ent->v.velocity[0] += movedir[0] * host_frametime * 2; ent->v.velocity[1] += movedir[1] * host_frametime * 2; ent->v.velocity[2] += movedir[2] * host_frametime * 2; } // Tei - addmagnetic beta code - movetype magnetic - - - Its usefull for "Antigrav", "Extragravity", "Magnetic thing" & "Aim Rockets",etc... - - - - - - - - My problem #1: A code that read move->* values // At void SV_ReadClientMove (usercmd_t *move) //Tei msg_move 2 qc //#ifdef CUSTOM_QUAKE // *1 if (move->forwardmove) host_client->edict->v.msg_forwardmove = move->forwardmove; if (move->sidemove) host_client->edict->v.msg_sidemove = move->sidemove; if (move->upmove) host_client->edict->v.msg_upmove = move->upmove; //#endif //Tei msg_move 2 qc // At cl_flymode.qc // This function emulated the "Bid for Power" flyiing mode: void () MantainFly = { local float rn,safez,mx,pc,pc2; local vector v1,v2,v3,v4; local string txt; if (!self.flymode){ if (vlen(self.velocity)>5) CopterSparks(); return; } CopterSparks(); AirNoise(); pc = pointcontents(self.origin + '0 0 -17'); pc2 = pointcontents(self.origin + '0 0 -19'); if ((pc!= CONTENT_EMPTY) || (pc!= CONTENT_EMPTY) ) { //bprint("baja\n"); if (self.frame == $r7) py_FlyModeOFF1(); } else { //bprint("sube\n"); if (self.frame < $r1) py_FlyMode1(); } makevectors (self.v_angle); self.velocity = aim(self, 1000); self.angles = vectoangles(self.velocity * Dot()); if (self.Fly_Mode == 0 ) { makevectors(self.angles); v1= v_forward; v4 = v_up; makevectors(self.velocity); v2= v_forward; v3 = v_up; if(self.button2) { self.velocity = self.velocity + v1 * (300) - v_forward * v1_z + '0 0 -80' ; } else self.velocity = self.velocity + v1 * (98) - v_forward * v1_z + '0 0 -40'+ v_right * Spin(); if (self.Current_Speed > vlen(self.velocity)) self.Current_Speed = self.Current_Speed * 0.5; self.velocity = self.velocity + v4 * 30 ; } if (self.Fly_Mode) { if (self.Current_Speed < 600) self.Current_Speed = self.Current_Speed + 8; if (self.Current_Speed >= 300) self.Current_Speed = self.Current_Speed - ( 1500 / self.Current_Speed ); if (!self.button2) { self.velocity = self.velocity * self.Current_Speed; } else { self.velocity = self.velocity + v1 * (98) - v_forward * v1_z + '0 0 -40'; } } self.velocity_x = self.velocity_x * 1.025; self.velocity_y = self.velocity_y * 1.025; // here is the code that make that read msg_ makevectors (self.v_angle); self.velocity_z = self.velocity_z + self.msg_upmove ; self.velocity = self.velocity + v_right * self.msg_sidemove; self.velocity = self.velocity + v_forward * self.msg_forwardmove; self.msg_upmove = 0; self.msg_sidemove = 0; self.msg_forwardmove = 0; // here is the code that make that read msg_ }; I admit that this break quake compatibilty(*). Do you knom a way to do this *1 without breakint then? A pr_ function? humm... I can store the msg_ data of players hidden to qc? ...(?) 1 saludo Tei > On Tue, 27 Nov 2001, Adam Olsen wrote: > > > Again, that's not how colormap is used. It's actually an entity > > number, for the player you want to appear as. > > > > If you want to set colors then you have to stuff topcolor and > > bottomcolor commands to the client, or if you're using a QF server and > > you want it reliable, use setinfokey too. > > I seem to recall some bot mod that colorized bots by adding fake players > __ __ _ _ __ __ > _/ \__/ \__/ Seth Galbraith "The Serpent Lord" \__/ \__/ \_ > \__/ \__/ \_ sga...@kr... #2244199 on ICQ _/ \__/ \__/ > _/ \__/ \__/ http://www.planetquake.com/gg \__/ \__/ \_ > > > -- > QuakeForge Development [ qua...@li... ] > https://lists.sourceforge.net/lists/listinfo/quake-devel > --------------------------------------------- This message was sent using Endymion MailMan. http://www.endymion.com/products/mailman/ |
From: Seth G. <sga...@li...> - 2001-12-01 02:48:34
|
On Tue, 27 Nov 2001, Adam Olsen wrote: > Again, that's not how colormap is used. It's actually an entity > number, for the player you want to appear as. > > If you want to set colors then you have to stuff topcolor and > bottomcolor commands to the client, or if you're using a QF server and > you want it reliable, use setinfokey too. I seem to recall some bot mod that colorized bots by adding fake players __ __ _ _ __ __ _/ \__/ \__/ Seth Galbraith "The Serpent Lord" \__/ \__/ \_ \__/ \__/ \_ sga...@kr... #2244199 on ICQ _/ \__/ \__/ _/ \__/ \__/ http://www.planetquake.com/gg \__/ \__/ \_ |
From: Seth G. <sga...@li...> - 2001-11-30 19:52:13
|
Oops, I did it again. Please apply this version of the patch, the last probably won't work because I let Pine wrap the text. __ __ _ _ __ __ _/ \__/ \__/ Seth Galbraith "The Serpent Lord" \__/ \__/ \_ \__/ \__/ \_ sga...@kr... #2244199 on ICQ _/ \__/ \__/ _/ \__/ \__/ http://www.planetquake.com/gg \__/ \__/ \_ Index: nq/source/cl_cam.c =================================================================== RCS file: /cvsroot/quake/quakeforge/nq/source/cl_cam.c,v retrieving revision 1.19 diff -u -r1.19 cl_cam.c --- nq/source/cl_cam.c 2001/10/28 04:23:36 1.19 +++ nq/source/cl_cam.c 2001/11/30 19:20:33 @@ -243,7 +243,7 @@ for (i = 0; i < 3; i++) camera_origin[i] = r_refdef.vieworg[i] - forward[i] * chase_back->value - right[i] * chase_right->value; - camera_origin[2] = r_refdef.vieworg[2] + chase_up->value; + camera_origin[2] += chase_up->value; // check for walls between player and camera TraceLine (r_refdef.vieworg, camera_origin, stop); Index: qw/source/cl_cam.c =================================================================== RCS file: /cvsroot/quake/quakeforge/qw/source/cl_cam.c,v retrieving revision 1.36 diff -u -r1.36 cl_cam.c --- qw/source/cl_cam.c 2001/10/30 20:00:05 1.36 +++ qw/source/cl_cam.c 2001/11/30 19:20:34 @@ -813,7 +813,7 @@ for (i = 0; i < 3; i++) camera_origin[i] = r_refdef.vieworg[i] - forward[i] * chase_back->value - right[i] * chase_right->value; - camera_origin[2] = r_refdef.vieworg[2] + chase_up->value; + camera_origin[2] += chase_up->value; // check for walls between player and camera TraceLine (r_refdef.vieworg, camera_origin, stop); |
From: Seth G. <sga...@li...> - 2001-11-30 19:50:49
|
This simple patch fixes a pretty serious bug in the chase camera code where the camera height was assigned player height + chase_up instead of adding chase_up to camera height. __ __ _ _ __ __ _/ \__/ \__/ Seth Galbraith "The Serpent Lord" \__/ \__/ \_ \__/ \__/ \_ sga...@kr... #2244199 on ICQ _/ \__/ \__/ _/ \__/ \__/ http://www.planetquake.com/gg \__/ \__/ \_ Index: nq/source/cl_cam.c =================================================================== RCS file: /cvsroot/quake/quakeforge/nq/source/cl_cam.c,v retrieving revision 1.19 diff -u -r1.19 cl_cam.c --- nq/source/cl_cam.c 2001/10/28 04:23:36 1.19 +++ nq/source/cl_cam.c 2001/11/30 19:20:33 @@ -243,7 +243,7 @@ for (i = 0; i < 3; i++) camera_origin[i] = r_refdef.vieworg[i] - forward[i] * chase_back->value - right[i] * chase_right->value; - camera_origin[2] = r_refdef.vieworg[2] + chase_up->value; + camera_origin[2] += chase_up->value; // check for walls between player and camera TraceLine (r_refdef.vieworg, camera_origin, stop); Index: qw/source/cl_cam.c =================================================================== RCS file: /cvsroot/quake/quakeforge/qw/source/cl_cam.c,v retrieving revision 1.36 diff -u -r1.36 cl_cam.c --- qw/source/cl_cam.c 2001/10/30 20:00:05 1.36 +++ qw/source/cl_cam.c 2001/11/30 19:20:34 @@ -813,7 +813,7 @@ for (i = 0; i < 3; i++) camera_origin[i] = r_refdef.vieworg[i] - forward[i] * chase_back->value - right[i] * chase_right->value; - camera_origin[2] = r_refdef.vieworg[2] + chase_up->value; + camera_origin[2] += chase_up->value; // check for walls between player and camera TraceLine (r_refdef.vieworg, camera_origin, stop); |
From: Patrice M. <pm...@fr...> - 2001-11-30 10:08:45
|
Hello, quakeforge developpers I ported nuq to MiNT (free atari multitasking OS) and SDL. I got to correct some mistakes in the code, so here is what the attached patch does: - Disable UDP support if configure says so - Add missing includes in cd_null.c, snd_null.c, net_none.c - Add net_none.c to default network drivers - Add cross-compiling support (host replaced by target in configure.in) - Add m68k-atari-mint support Modified/added files: nuq/acconfig.h nuq/configure.in nuq/source/Makefile.am nuq/source/cd_null.c nuq/source/net_none.c nuq/source/net_udp.c nuq/source/snd_null.c nuq/source/sys_mint.c Hope it will help build a better Quake... -- Patrice Mandin http://www.multimania.com/pmandin Linux, Atari programmer Preferences: developpement, games |
From: William B. <alt...@ho...> - 2001-11-30 09:19:02
|
Ain' it nice to wake up to the smell of napalm in the morning. And ain' it nice to get a message from the list you got on to, in a digest, only for it to turn out to be some junkie spamming? I hate to bring it up, but don't you think it would be a good idea if we had the admins remove non-related messages and ban them from registration? Oh, by the way, I'm back, I finally got my inbox flushed of all the old msg's so I'm tagging along now. If there's a highly un-natural bug with quakeforge, expect me to post it here. If it's a moderate or weak bug, it'll go with the rest of 'em in the bugs-list. [Psychopheles] <- "Who the hell IS the Weakest Link?" _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp |
From: Ulrich G. <uga...@li...> - 2001-11-29 01:03:44
|
Which engines support skies, and how do i impliment skies (by sky I mean sky box) in the various engines? |
From: John S. <sr...@ug...> - 2001-11-28 13:48:37
|
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From: Adam O. <rh...@d2...> - 2001-11-27 19:57:17
|
On Tue, Nov 27, 2001 at 03:50:43PM +0000, 42...@in... wrote: > I first tried to auto set colormap: > > --- qc --- > if (self.team==1) > self.colormap = TEAM_RED; > else > if (self.team==2) > self.colormap = TEAM_BLUE; > --- qc --- > > > This for players work fine, but for bots and monsters.. CRASH my ENGINE*!. The > crash message is "i >= cl.maxclients". I have find the error message in the > code, and remarked then. After that, the engine do not crash.. > I love to have white civilians, and RED forces, etc.. whitout changing skin, > only with a colormap touch. ( not success here, for now ) Again, that's not how colormap is used. It's actually an entity number, for the player you want to appear as. If you want to set colors then you have to stuff topcolor and bottomcolor commands to the client, or if you're using a QF server and you want it reliable, use setinfokey too. -- Adam Olsen, aka Rhamphoryncus |
From: <42...@in...> - 2001-11-27 15:51:50
|
> On Sun, Nov 25, 2001 at 04:19:06PM -0700, Bill Currie wrote: > > On Sat, Nov 24, 2001 at 04:31:37PM +0000, Adam Olsen wrote: > > > On Sat, Nov 24, 2001 at 03:40:01PM +0000, 42...@in... wrote: > > > > In cl_parse.c in void CL_ParseUpdate (int bits) i have hack this: > > > > > > > > // Tei Colormap on monsters > > > > //if (i > cl.maxclients) > > > > // Sys_Error ("i >= cl.maxclients"); > > > > // Tei Colormap on monsters > > > > > > > > Well i like to have colormap colored skins of badguys.. > > > > > > "colormap" is badly named. What it does is make them appear to be a > > > dead player. It can't point at a non-player, and your changes would > > > cause a crash if used. ???... /me not idea > > > > Actually, colormap is correct. I believe you're thinking of scoreboard (in qw, > > anyway) which is what's used for setting the skins/colors of a dead player. > > As you can see from cl_ents.c:432, the colormap field of an > entity_state_t is what sets the scoreboard field of an entity_t. As I > said, badly named. > > > -- > Adam Olsen, aka Rhamphoryncus > Hello. I first tried to auto set colormap: --- qc --- if (self.team==1) self.colormap = TEAM_RED; else if (self.team==2) self.colormap = TEAM_BLUE; --- qc --- This for players work fine, but for bots and monsters.. CRASH my ENGINE*!. The crash message is "i >= cl.maxclients". I have find the error message in the code, and remarked then. After that, the engine do not crash.. I love to have white civilians, and RED forces, etc.. whitout changing skin, only with a colormap touch. ( not success here, for now ) - - - - Other comments: My next target is to write a PR_sscanf() function, to fully support string analsys QC time. ( hmmm.... something like this: { Precondition, input: str, format; string from PARAMs } sscanf( str, format, e1,e2,e3,e1,e2,e3... ); { Postcondition, output e1,e2,e3; float to PARAMS (1 vector anyway) } ) Thanks all "while (1);" 1 saludo Tei note: *) my code base is tq146.. for now. Maybe this colormap is too tq specific.. --------------------------------------------- This message was sent using Endymion MailMan. http://www.endymion.com/products/mailman/ |