Buzzsaws
#1075 posted by Qmaster on 2013/09/14 06:00:34
Does anyone have usable buzzsaw code? For some reason the buzzsaw.qc file I have doesn't work and the saws don't match up with path_corner's. I've tried rewriting the code to use SUBCalcMove but it starts moving off at an angle instead of following a path, but the "original" I have cause it to jump around in my map. I've tried custents buzzsaw.qc but it does the same thing. It'll follow the paths in r2m7 but be offset vertically from the actual path locations and do a kind of jiggle up jump.
What am I missing?
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#1076 posted by Qmaster on 2013/09/14 06:32:53
Okay, I found the original doe_qc.zip source code online:
http://www.gamers.org/pub/idgames2/more_idstuff/doe_qc.zip
Copied buzzsaw.qc into my code and ran it. Buzz saws still hovering about 16 units above the tracks they should be in the Last Bastion (r2m7). Found doe progs.dat (dated 2008 from when I copied it off the CD, verified the same size as in the pak0 under rogue directory) and it does the SAME THING!!
Is this Darkplaces only related?
Okay Yep.
#1077 posted by Qmaster on 2013/09/14 06:36:35
it's a darkplaces bug. Buzzsaws work fine in WINQUAKE.EXE. Is there a gameplay console var fix for this??