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Raz0r

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Everything posted by Raz0r

  1. Raz0r

    Hai

    I break things on a daily basis. You've probably seen me around, breaking things. If you want something else broken, let me know =]
  2. With regards to Xonotic, the XPM/Xonotic Promode they want is more to do with item balance (tiered armors, timing) The default Xonotic movement is close to CPM physics, but there are some differences. Osiris was suggesting it be tweaked in XPM to better match CPM. Some of the CPM code was released, and that has found its way into many projects. Xonotic also has some QuakeWorld and Warsow movement code (or perhaps a reimplementation) And I trust Astral to stay true to well-known strafing and trick-jumping - I play DeFRaG with him almost daily.
  3. I have a feeling you can use /ui_load rather than vid_restart. Maybe.
  4. The MD3 format uses vertex animation, and saves several 'frames' which are used for animations. I haven't looked at how to export an MD3 with several frames, or how it would be created. These commands are useful for debugging: ============================================================================= MODEL TESTING The viewthing and gun positioning tools from Q2 have been integrated and enhanced into a single model testing facility. Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>". The names must be the full pathname after the basedir, like "models/weapons/v_launch/tris.md3" or "players/male/tris.md3" Testmodel will create a fake entity 100 units in front of the current view position, directly facing the viewer. It will remain immobile, so you can move around it to view it from different angles. Testgun will cause the model to follow the player around and supress the real view weapon model. The default frame 0 of most guns is completely off screen, so you will probably have to cycle a couple frames to see it. "nextframe", "prevframe", "nextskin", and "prevskin" commands will change the frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in q3default.cfg. If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let you adjust the positioning. Note that none of the model testing features update while the game is paused, so it may be convenient to test with deathmatch set to 1 so that bringing down the console doesn't pause the game. ============================================================================= // ... { "testgun", CG_TestGun_f }, { "testmodel", CG_TestModel_f }, { "nextframe", CG_TestModelNextFrame_f }, { "prevframe", CG_TestModelPrevFrame_f }, { "nextskin", CG_TestModelNextSkin_f }, { "prevskin", CG_TestModelPrevSkin_f }, I'll be using animated MD3s for my "q3pro" mod, but I'm focusing on the code first (aka I'm a terrible artist and you should do it for me) The MD3 weapons in base are animated too - the Flechette's barrel model for example.
  5. The proper method requires a server-side and client-side code mod, and I recently used it in "q3pro" None of it is in efx files or such, it's all hard-coded. http://www.youtube.com/watch?v=8Z1lKcWcfa0
  6. Can't you use cg_hudFiles cvar to specify the .menu file to use for the HUD? That sounds exactly like the purpose of the cvar being there 8D
  7. 32 bit applications run on W7 x64 because of WoW, essentially a translator for 32 bit code to 64 bit code (pointer and stack manipulation) Luckily, our current generation 64 bit processors (read: x86_64) still support the "32 bit" x86 architecture, it just has 64 bit extensions. Technically, they even run 16 bit code: AX vs EAX v RAX is 16 vs 32 vs 64 bit register access If by some stupid move, this architecture is abandoned in consumer hardware, then we'll have far more problems to deal with than "JA isn't working and I upgraded my machine and refuse to run a virtual machine despite obviously having the hardware to do so comfortably"
  8. Currently planned weapons: Quantizer Spawn with. Infinite ammo. Fast projectile (1600 ups?) Low damage (7?) High knockback on self and team. Low knockback on opponents. Useful for trick jumping and gaining momentum very quickly (2.5 and 0.7?) Can deflect rockets randomly Temporarily weakens armor? (0.6 absorb rate?) Damage increases over projectile life-time? Repeater Fast projectile (1800 ups?) Low damage Fast fire time Drone Launcher High arc projectile(s?) (800 ups?) High damage (55?) Actively seeks nearby enemies Sticks to surfaces Explodes on timer Rocket Launcher Can curve with mouse? Splicer Hitscan Mid-high damage to flesh, armor protects Fast fire time Limited range Divergence Penetrating hitscan Very high damage at 100% charge (115) Headshot multiplier (1.65) 2500ms fire time (115 + 69 assuming two very quick body shots) Will only be 60% charged by 2500ms, takes 4166ms for full charge Feedback? Willing to design + model + texture them? Anything ? I also need to come up with a name for this project. Keep in mind: It's not Star Wars related. It's not a Quake clone. It's competitive/intense.
  9. What are you smoking? I use jampDed with unpackaged files all the time when I'm making mods. No issues. Oh, and try doing /devmap when r_mode is not set to -1. Known engine bug. No fixes.
  10. Yep, and it's on my TODO list. Somewhere.
  11. Need a name for "q3pro" and some weapon concepts!

    1. Inyri

      Inyri

      Make some Mass Effect weapons and then we can make a total conversion and take over the world! Er...

    2. Astral Serpent

      Astral Serpent

      Your obsession with mass effect annoys me. Cease and desist.

  12. Oh shit, I'll add that tomorrow.
  13. Go for 720p http://www.youtube.com/watch?v=8mNyk4D0EX4&hd=1 Faster movement, new physics, new weapons. Is this what JA (CTF?) needs? + New graphics options including HDR and bloom + CPM air-control (Change direction mid-air) + Security, exploit, and bug fixes. Lots of them. + Unlagged (You won't miss shots due to high ping) + Much more Step 1: Capture the feel (speed, weapons, pace) of Q3/QL. These assets WILL be replaced. Step 2: Create a batch of unique weapons Step 3: Public beta, initial feedback from community for balance bugs Step 4: New gametypes to experiment with. Step 5: Public release This isn't for your typical gamer. This is for fans of hardcore competitive arena shooters. Please keep this in mind before complaining about "He's too fast and CTF is impossible D8" <3
  14. Whatthefuck how can that be PK3 related heh. No, really, does it stop working when you reach X files in a pk3? Not hitting MAX_QPATH? Simply too many models or species? It works when you split the mod into several PK3s? Send the large PK3 over to me, I'll see if I can find out why it gets borked. HAY @@Inyri DO U NO Y YET?
  15. weapons.dat is only used by SP, and doesn't let you control the damage without a code mod (But we don't have the SP SDK) MP requires a code mod. Some code mods (Xmod etc) allow changing the damage and such through cvars.
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