
QC/CSQC Work
#652 posted by
killpixel on 2017/01/30 07:13:04
Job Description: emulate 8-directional sprite rotation. character model (a quad, in this case) must always face the player regardless of character movement/orientation (like a sprite) and display the appropriate frame based on viewing angle. darkplaces specific.
Compensation: $300 (USD)
for all inquiries, please email me at jobs@killpixelgames.com. Thanks!
#653 posted by Spike on 2017/01/30 23:05:05
self.customizeentityforclient = (float()){self.frame = (self.frame & ~7) + floor(anglemod(self.angles_y - vectoyaw(other.origin-self.origin) + (360/16.0))/(360/8));};
then make your op_state thingies just specify frames as multiples of 8. framegroups will probably bug out due to resets.
use sprites with one of the upright modes, I don't remember the difference.
obviously ssqc solutions will lag a little (which might be an issue with prediction active), and won't work at all if you have freecamming with demo playback (eg mvds).
on the other hand, fte+sprite with a framegroup of type 2(which needs hexediting), and it'll just pick the subframe automatically, even in mirrors, mvds, or static entities.

Quetoo Require Amazing Mapper
#654 posted by anonymous user on 2017/02/10 04:56:13

Require A Mapper? Cant See Anything On There About That

Ijazz2
#658 posted by
ayy lmao on 2017/02/17 15:08:50
Sign me up! Sounds like a great gig - the clear and detailed vision of the project already described in your pitch along with the great presentation of the assets you've made so far really makes it sound like a sure fire winner! Could we be looking at the beginnings of the next Valve?

Beep! Beep! Lethal Levels Of Irony Have Been Detected! Beep! Beep!
#659 posted by
brassbite on 2017/02/17 16:48:07

I Believe This Particular Robot Is In Need Of Diagnostic Service
#663 posted by
dwere on 2017/02/21 09:06:41

Blood Splat QC Dilemma
#665 posted by Ruin on 2017/03/08 03:23:42
Hello-
I'm trying to use MaNiAc's tutorial on Inside3d -
http://www.insideqc.com/qctut/qctut-47.shtml.
I mean it works and everything, but it would be great to have the
.mdl actually align with the wall that it lands on. I'm pretty sure there is a way to do this, but I'm not much of a coder.
I'd happily pay for some to modify the code in order to make this work.
Thanks.

And The Post #666 Goes To�
#666 posted by
mankrip on 2017/03/08 04:53:48
IIRC, that isn't possible in the QC code because there's no way to concatenate transformations or to change their order in vanilla Quake. When surface alignment is calculated, the original angles gets lost.

Damn, Mankrip Is Stealing To Many 666.
#673 posted by
brassbite on 2017/05/08 21:23:14

Where Did All The Posts Go?
#675 posted by
brassbite on 2017/05/11 07:10:12
Between 666 and 673? Spam?