Enemy Territory: Quake Wars Development
Sticky Threads
simple rocket impact prediction, using debug draw... idVec3 mAim::GetRocketPredict( void ) { idVec3 rocketImpact; idVec3 rocketVelocity; modelTrace_t tracettest; //rocket idVec3 myBaseVeloc=gameLocal->GetLocalPlayer()->firstPersonViewAxis.ToAngles().ToForward()*2000;
ok, first ETQW post here, more to follow :-) the main calculation is done by idLib as it can be done in every idgame or others as long you implement idLib please note that im writing the output angles directly into etqw.exe's memory to avoid any clamping. void mAim::AimTo( idVec3 to ) {...
before anyone bothers... #include "game/misc/WorldToScreen.h" void somefunc(float x, float y, float z) { sdWorldToScreenConverter w2s(gameLocal->playerView.GetCurrentView()); idVec2 w2sout; w2s.Transform(idVec3(x,y,z), w2sout); printf("%f %f\n",w2sout.x, w2sout.y); }
Normal Threads
ok, k-otic posted something for q4 but i found another way - at least it works for etqw: i assume youre working with the sdk... open /framework/cvarsystem.h in class "idCVar" right beyond "static void RegisterStaticVars( void );" change the "private:" to "public:" to make the variables...
yeah, we have some more posts in the q4 section (http://forum.gamedeception.net/showthread.php?t=14562) and in etqw its similar except groundtextures may turn black at some points. after further research... blah blah just add the current time in your renderView structure: renderView_t...
this will remove most of damage effects (like vision blur when hit) and weapon kickbacks sniper kickback isnt fully removed because it comes from the server (also weapon sway and spread does). i wouldnt recommend to remove it with force (mouse move, changing angles etc) - then its clearly visible...
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