Dumptruck:
#2714 posted by
metlslime on 2018/12/16 06:57:22
Spawning with no weapons works but was never used in any of the maps so I didn't finish the part where an info player start can opt in to it. Right now it's just hard coded so to only happen if mapmame == test.bsp
So you would have to make some quakec change to complete the feature, or just change the hard coded string it's looking for -- or name your map test.bsp :)
#2716 posted by
Tribal on 2019/03/18 18:08:10
Is there any way to attach colored lights to projectiles or explosions via QC?
I would like to make the vore's ball glow with a purple light, make the tarbaby's explosion blue, this sort of thing...
I'm using quakespasm-spiked btw.
Qss
#2717 posted by Spike on 2019/03/18 19:31:37
a trail particle effect with 'lightrgb' and 'lightradius' set should be able to provide coloured dynamic lights, but it might only be with flashblends. I don't think I actually got around to testing it properly.
point effects will additionally need lighttime, and probably want at least one of lightrgbfade+lightradiusfade.
there are additional light properties, but those are specific to rtlights, which are definitely not supported in qss.
#2719 posted by
mankrip on 2019/03/27 12:29:14
What's the most reliable way to detect if the player is on a slippery slope (mostly vertical angle)? I'm using QuakeSpasm-Spiked.
Slippery Slope
#2720 posted by Spike on 2019/03/27 20:01:23
tracebox(self.origin, self.mins, self.maxs, self.origin-'0 0 1', TRUE, self);
if (trace_fraction < 1 && trace_plane_normal_z < 0.7)
surfaceangleissteeperthanabout45degrees();
you could instead use traceline, but it would not match the player's physics so well.
#2721 posted by
mankrip on 2019/03/28 03:37:47
Thanks, but the most difficult thing about it is detecting the exact moment when the player touches/lands on the slope. AFAIK the engine doesn't set FL_ONGROUND for it, and assigning .touch functions to players doesn't work properly.
#2725 posted by
mankrip on 2019/04/02 14:58:49
Is there a way to achieve something similar to DP's (and Makaqu's) .glow_size in QSS, through QC?
More specifically, negative dynamic lighting with custom radius and intensity, tied to an entity.
I've seen some ways to customize lighting effects in qsextensions.qc, but there's no way to change their properties and make them move around dynamically.
Also, I would like such negative lights to affect only BSP models, without affecting MDL, SPR and particles.
Out Of The Blue
#2726 posted by
madfox on 2019/04/03 01:31:12
moving lights hack, maybe?
Can't Jump When On Top Of Monsters/explo Boxes
There was some QuakeC fix posted here, but I can't find it. Can someone repost the fix?
TIL...
#2735 posted by
Izhido on 2019/05/29 04:52:19
... that the source code of Quake has a 256*5 char static array whose contents, literally, are:
*0
*1
*2
*3
...
*254
*255
Do you guys know if this particular array (localmodels) has survived in any of the modern engines, somehow?
Cl.viewent - Where Is It Loaded?
#2737 posted by
Izhido on 2019/06/04 15:02:00
Awfully sorry to bring this up, but I have had no luck doing it myself. Where exactly is cl.viewent assigned a specific value? Where in the code do you tell the client which gun model to use? I can´t find any direct assignments to the field, and (unless I´m doing something wrong) I can´t also find a place where the whole cl struct is being copied off somewhere else.
Do you guys know where in the source is cl.viewent being (directly or indirectly) assigned to?
Bump
#2738 posted by
Shambler on 2019/06/08 08:02:10
Someone help Izhido out here.
Also I still request this thread be stickied to make it more useful.